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Novatash Agrogski

Prism 3 Class & Level
Far Traveler Background
Kalastar Race
LG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 13
+1
wisdom 15
+2
charisma 18
+4
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
++4 Wisdom
++5 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+6 Deception
+1 History
+2 Insight
+6 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+4 Perception
+6 Performance
+6 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills Insight Perception Persuasion Deception Performance Acrobatics proficiencies

 
17
Armor Class
36
Hit Points
+2
Initiative
30
Speed
Staff 1d20+2 1d6
Dagger 1d20+5 1d4+2
Magic Blades 1d20+6 1d6 1d4
Attacks
Simple weapons
Painter tools
Scholar Pack
Proficiences
Dagger (x2)
Quarterstaff
Focus Ring
Speak with Dragons Earning
Equipment

Heroes Enabled

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

The statblocks of your class features

[block: 60ft range Projection Barrier: Xd6 temporary HP. 30ft range Empathy to influence the battlefield]

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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 1 Spells

PHB: P. 212

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A morsel of food
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

PHB pg. 224

Compelled Duel

1-level Enchantment

Casting Time: 1 Bonus Action
Range/Area: 30 Feet
Components: V
Duration: Concentration, Up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement from the turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Available for: Paladin

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water
Duration: Concentration, Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

Ribbion

1-level Illusion

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V,S,M
Materials: Bright Cloth
Duration: 10 Minutes
You manifest a ribbon of light, invisible to any creature other than you, that extends from you to a creature of your choice within range. This ribbon wraps around corners, and will always show the shortest path between you and the target. This ribbon remains in place for the duration, or if the target remains more than 300 feet away from you for longer than 1 minute. A creature that can see the ribbon (such as a creature benefiting from see invisibility or true seeing) sees a luminous, shimmering ribbon of light connecting you together.
Available for: Prism

Bright Strike

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V,S
Materials: No
Duration: Concentration, 1 Minute
You imbue your spells with the burning light of your soul. The next time you hit with a spell attack during this spell’s duration, your attack deals an extra 2d6 radiant damage. Additionally, you cause the target to shine a bright light in a 15-foot radius and dim light for another 15 feet for the duration of the spell
Available for: Prism

Prismatic Brand

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: Self
Components: V,S
Materials: No
Duration: 1 Minute
You emanate an aura of shifting hues and brilliant light, a visible manifestation of the depths of your soul. The next attack you hit with extends this aura to the target of the attack, shrouding them in the hue of light you were emanating as you strike. Roll a d8 to determine which color effects it. 1. Red. The attack deals an additional 2d6 fire damage. 2. Orange. The attack deals an additional 2d6 acid damage. 3. Yellow. The attack deals an additional 2d6 lightning damage. 4. Green. The attack deals an additional 2d6 poison damage. 5. Blue. The attack deals an additional 2d6 cold damage. 6. Indigo. The target is restrained. It must then make a Constitution saving throw at the start of each of its turns, ending this effect early on a successful save. 7. Violet. The target is blinded. It must make a Wisdom saving throw at the end of its next turn. A successful save ends the blindness. If it fails the save, it takes 1d6 psychic damage and is no longer blinded. 8. Special. The emanating light was caught between two colors. To determine which colors, roll twice more, rerolling any 8.
Available for: Prism

XGtE pg. 151

Cause Fear

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Concentration, Up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creature must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

PHB pg. 222

Color Spray

1-level Illusion

Casting Time: 1 Action
Range/Area: Self (15 foot cone)
Components: V, S, M
Materials: A pinch of powder or sand that is colored red, yellow, and blue
Duration: 1 Round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10: the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Available for: Sorcerer, Wizard

PHB

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this creature affect. Creatures within 20ft 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 and a action to shake or slap the sleeper awake. Subtract each creature's hit points from lowest hit points. A creature's hit points must be equal 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.

Muddel

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V,S
Duration: Concentration, 1 Minute
You choose a creature in range of this spell and attempt to flood its mind and soul with a series of confusing and nonsensical thoughts and feelings. The target must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A creature that fails this saving throw must roll a d6 and subtract the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.
Available for: Prism

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


Created by

Vash of York.

Statblock Type

Character Sheet (Legacy)

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