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Elrican Francis Orlando van Heisenberg

Wizard (Bladesinger) 3 Class & Level
Noble Background
High-Elf Race
chaotic good Alignment

Strength 9
-1
Dexterity 17
+3
constitution 15
+2
intelligence 16
+3
wisdom 7
-2
charisma 12
+1
Total Hit Dice 5
Hit Die
1d6+2
+2 proficiency bonus
-1 Strength
+3 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
-2 Animal Handling
+3 Arcana
-1 Athletics
+1 Deception
+5 History
+0 Insight
+1 Intimidation
+5 Investigation
-2 Medicine
+3 Nature
+0 Perception
+3 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
-2 Survival
skills

 
13
Armor Class
35
Hit Points
+3
Initiative
30 ft.
Speed
Rapier 1d20+5 1d8+3
Dagger 1d20+5 1d4+3
Attacks
Armor: light armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, shortswords, longbows, rapiers
Languages:. Common, Elvish, Deep Speech, Celestial, Infernal
Tools: Playing card set
Proficiences
Spellcasting save DC: 13
Spell attack modifier: 5




Spellcasting
Set of fine clothes
Signet ring
Scroll of pedigree
Component pouch
Explorer's pack
Spellbook
Petrified mouse

Equipment
Darkvision: 60 ft

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

 


Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

 

  • Advantage on saving throws against being charmed
  • Can't be put to sleep

  • Trance (long rest: 4 hours)

    Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

     

  • long rest takes only 4 hours by meditating deeply

  • Arcane Recovery (2 levels)

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

     


    Bladesong (2x between short or long rests)

    you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

     

  • Current AC + 3 (Intelligence modifier)
  • Speed: +10 ft.
  • Advantage on DEX (Acrobatics) checks
  • CON ST + 3 Intelligence modifier
  • 2 times between short or long rests

  • Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Sword Coast Adventurer's Guide

    Booming Blade

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 5 feet
    Duration 1 round
    Components V, M
    Materials A weapon

    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.


     
    At higher levels:

    This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

    Class(es): Sorcerer, Wizard, Warlock

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Xanathar's Guide to Everything

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

    Class(es): Cleric, Warlock, Wizard

    Level 1 Spells

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Class(es): Sorcerer, Wizard

    Sleep

    1-level Enchantment

    Casting Time 1 action
    Range 90ft
    Duration 1 minute
    Components V, S, M
    Materials A pinch of find sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
    Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    2nd level: 7d8 hit points affected
    3rd level: 9d8 hit points affected
    4th level: 13d8 hit points affected
    5th level: 15d8 hit points affected
    6th level: 17d8 hit points affected
    7th level: 19d8 hit points affected
    8th level: 21d8 hit points affected
    9th level: 23d8 hit points affected

    Class(es): Bard, Sorcerer, Wizard

    Mage Armor

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S, M
    Materials a piece of cured leather

    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Detect Magic

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

    Tenser's Floating Disk

    1-level Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Hour
    Components V, S, M
    Materials A drop of mercury

    This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

    Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 Hour
    Range 10ft
    Duration Instantaneous
    Components V, S, M
    Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

      Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

      When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

      As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

      You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

      Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Class(es): Wizard

    Grease

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration 1 Minute
    Components V, S, M
    Materials A bit of pork rind or butter

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Absorb Elements

    1-level Abjuration

    Casting Time 1 Reaction *
    Range Self
    Duration 1 Round
    Components S

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Ranger, Sorcerer, Wizard
    ]

    Level 2 Spells

    Mirror Image

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Minute
    Components V, S

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Class(es): Sorcerer, Warlock, Wizard

    Xanathar's Guide to Everything

    Shadow Blade

    2-level Illusion

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, Up to 1 minute
    Components V, S

    You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


    At higher levels: When you cast this spell using a 3rd- or 4th- level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th- level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Class(es): Sorcerer, Wizard, Warlock

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    tbi1406.

    Statblock Type

    Character Sheet (Legacy)

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