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Ardamir

Chronurgy Wizard 1 Class & Level
Merchant Background
Wood Elf Race
Alignment

Strength 8
-1
Dexterity 17
+3
constitution 17
+3
intelligence 17
+3
wisdom 13
+1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d6+3
+1 proficiency bonus
-1 Strength
+3 Dexterity
+3 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
+2 Deception
+3 History
+2 Insight
+2 Intimidation
+4 Investigation
+2 Medicine
+3 Nature
+2 Perception
+2 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
13
Armor Class
9
Hit Points
+0
Initiative
35
Speed
Attacks
Insight, Investigation, Medicine, Perception, Persuasion.
Intelligence/Wisdom Saving Throws
Elf Weapon Training: Longsword, Shortsword, Shortbow, longbow.
Languages: Common, Elvish, Sylvan.
Jeweler's Tewels.
Proficiences
Quarterstaff, Clock-Hand Wand,
Explorer's pack: A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Equipment
Mask of the Wild, Trance, Fey Ancestry, Darkvison (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.

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Level 0 Spells

Ardamir

Chronurgy Wizard 1 Class & Level
Merchant Background
Wood Elf Race
Alignment

Strength 8
-1
Dexterity 17
+3
constitution 17
+3
intelligence 17
+3
wisdom 13
+1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d6+3
+1 proficiency bonus
-1 Strength
+3 Dexterity
+3 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
+2 Deception
+3 History
+2 Insight
+2 Intimidation
+4 Investigation
+2 Medicine
+3 Nature
+2 Perception
+2 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
13
Armor Class
9
Hit Points
+0
Initiative
35
Speed
Attacks
Insight, Investigation, Medicine, Perception, Persuasion.
Intelligence/Wisdom Saving Throws
Elf Weapon Training: Longsword, Shortsword, Shortbow, longbow.
Languages: Common, Elvish, Sylvan.
Jeweler's Tewels.
Proficiences
Quarterstaff, Clock-Hand Wand,
Explorer's pack: A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Equipment
Mask of the Wild, Trance, Fey Ancestry, Darkvison (60ft).
Features & Traits

Heroes Enabled

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials 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, Wizard, Warlock

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Sorcerer, Wizard

Level 1 Spells

Player's Handbook

Feather Fall

1-level Transmutation

Casting Time 1 reaction (upon you or a creature within 60 feet of you falls)
Range 60 feet
Duration 1 minute
Components V,M (a feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Artificer, Bard, Sorcerer, Wizard

Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes ll piercing damage. Hit or miss. the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving thfow or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above lst.

Class(es): Druid, Sorcerer, Wizard

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 Hours
Components V, S, M *

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.   * - (a piece of cured leather)

Class(es): Magic Ablity

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Thunderwave

1-level Evocation

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

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

PHB

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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

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Frumious Bandersnatch.

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Character Sheet (Legacy)

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