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Azaki

Sorcerer 2 Class & Level
Sage Background
Drow Race
CN Alignment

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 16
+3
wisdom 10
+0
charisma 18
+4
Total Hit Dice 2
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+4 Constitution
+3 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+5 Arcana
+0 Athletics
+4 Deception
+5 History
+0 Insight
+6 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+2 Perception
+4 Performance
+6 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills Arcana, History, Intimidation, Perception, Persuasion   Con & Cha saving throws proficiencies

 
13
Armor Class
16
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Light Crossbow 1d20+5 1d8+3
Attacks
No Armor, Dagger, Dart, Sling, Quarterstaff, Light Crossbow

Elvish, Common, Undercommon, Abyssal, Celestial
Proficiences
Psionic Talent Die: d6
Discovery:
10min meditation, pick div or enchant sorcerer spell to know for num hours equal to die roll

Sorcery:
Cast without verbal component. If roll spell level or higher than no other component either

Telepathy:
Bonus action, choose creature you see, telepathy for num hours equal to die roll and within num miles equal to die roll.

Long rest recharge, free recharge once per long rest
Spellcasting
Dungeoneers pack (will copy later)
Equipment
Intense, Curiosity that did kill the cat, impossible to sidetrack
Personality Traits
Progress
Ideals
research??? brother?? ? what is
Bonds
impossible to sidetrack, and did I mention the curiosity killed the cat?
Flaws
Fey Ancestry
Darkvision 60ft

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

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

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

Level 1 Spells

PHB pg. 221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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: Bard, Druid, Sorcerer, Warlock, 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.
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