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Diana Jeszenszky

Wizard 1/3 Class & Level
Nobel Background
Human Race
Neutral Good Alignment

Strength 14
+2
Dexterity 13
+1
constitution 16
+3
intelligence 19
+4
wisdom 17
+3
charisma 18
+4
Total Hit Dice 3
Hit Die
1d6+3
+2 proficiency bonus
+2 Strength
+1 Dexterity
+3 Constitution
+6 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+6 Arcana
+2 Athletics
+4 Deception
+6 History
+3 Insight
+4 Intimidation
+6 Investigation
+4 Medicine
+4 Nature
+3 Perception
+4 Performance
+6 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Arcana, History, Investigation, Persuasion Common, Celestial, Dwarvish, Elvish, Gnomish proficiencies

 
11
Armor Class
22
Hit Points
+1
Initiative
30
Speed
+1 Daggerto hit: 1d20+3 damage: 1d4+3
Unarmed Striketo hit: 1d20+2 damage: 3
Attacks
Dagger, quarterstaffs
Proficiences
Shocking Grasp | +6 to hit, reach 5ft. | hit: 3d6/2
Burning Hands | Dex save DC 14 | Failed 3d6 | Succeeded 3d6/2
Spellcasting
Dagger +1, Old spell book, Fine clothes
Equipment
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Personality Traits
Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Ideals
I must seek power that I might help those I care for.
Bonds
I fear that I will never be strong enough to help those I care for.
Flaws

Heroes Enabled

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

The statblocks of your class features

Spellcasting Ability


Hit Points

Hit Dice: d4 per Spellcasting Ability level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Variant Human

Ability Score Increase +1 to two ability scores of your choice
Size Medium
Speed 30ft

Skills - You gain proficiency in one skill of your choice.   Feat - You gain one feat of your choice.

Languages. Common, one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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)

Level 1 Spells

Burning Hands

1-level Evocation

Casting Time 1 Action
Range Self (15ft cone)
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

Silver Ring

Ring

Varies

Can be used as an Arcane Focus

Ornate silver ring previously belonging to Diana's mother. It's appearance is that of a rose, whose twisted vines wrap around the finger.

Cost: 1gp

Old Spell Book

Adventuring Gear

Uncommon

An old spellbook obtained from Auntie Ethel. Written in a form well suited for instructional purposes. The book contains the following spells:

Cantrips:
Light, Mending, Prestidigitation, Shocking Grasp

1st level:
Burning Hands, Disguise Self, False Life, Identify, Longstride, Ray of Sickness

2nd level:
Alter Self, Blur, Misty Step, Web

3rd level:
Dispel Magic, Water Breathing

Cost: 100 gp
Weight: 3lb


Created by

quadfrog.

Statblock Type

Character Sheet (Legacy)

Link/Embed