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Hauvi Renevei

Wizard 1 Class & Level
Tuition Indebtee Background
Half-Elf Race
Neutral Alignment

Strength 14
+2
Dexterity 12
+1
constitution 16
+3
intelligence 18
+4
wisdom 14
+2
charisma 10
+0
Total Hit Dice 1
Hit Die
1d6+3
+2 proficiency bonus
+2 Strength
+1 Dexterity
+3 Constitution
+6 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+6 Arcana
+2 Athletics
+0 Deception
+6 History
+2 Insight
+0 Intimidation
+6 Investigation
+4 Medicine
+6 Nature
+2 Perception
+0 Performance
+0 Persuasion
+6 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills Arcana, History, Investigation, Medicine, Nature, Religion proficiencies

 
11
Armor Class
9
Hit Points
+1
Initiative
30
Speed
Staff 1d20+4 1d8+2
Dagger 1d20+4 1d4+2
Attacks
Common, Elvish, Infernal, Primordial

Alchemist's Supplies

Daggers, darts, slings, quarterstaffs, light crossbows
Proficiences
Staff, Dagger, Robes, Backpack, Book x2, Ink Bottle x2, Ink Pen, Parchment x11, Quill, Small Bag of Sand, Small Knife x2, Spellbook
Equipment
I'm given to depressive or snarky quips as a coping mechanism.

I don't consider myself a moral person, but evil is rarely worth it.

Indulging makes me feel guilty, especially when there's debt to pay and work to do.
Personality Traits
Knowledge. I genuinely do wish to advance the world's understanding of magic, but rarely have the time to.

Comfort. One day, I will have great renown and wealth for my discoveries and be able to live quietly and comfortably in a pleasant tower of my own in the city.
Ideals
My uncle, Thessyrin Renevei, was an evil necromancer who was executed for his immoral magic. We don't talk about him.

My magical tutelage was expensive, and to this day I'm still indebted from it. Moneylenders' thugs are a very real fear for me.
Bonds
I'm very doubtful of my abilities and self worth, and my doubt is compounded when I fail.

I become very upset when my spells fails, and when people don't listen to me.

My mood is as fragile as a glass hammer, and I am easily demoralized.
Flaws
Fey Ancestry: Adv on charm Saves, immune to magic sleep.

Darkvision: 60 ft.

Skill Versatility: Religion & Medicine Prof.

Arcane Recovery (1/LR): Regain half wizard level (rounded up) in spell slot(s) during SR.

Spellbook: Can copy written wizard spells for 2 hrs & 50 GP/level.

Ritual Casting: Can cast any ritual spell as ritual without prep.
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

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Basic Rules , pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 hour
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.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
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. I you create a sound, it's 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 that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

XGtE pg. 150

Catapult

1-level Transmutation

Casting Time: 1 Action
Range/Area: 60 Feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Available for: Sorcerer, Wizard

Player's Handbook

Find Familiar

1-level Conjuration

Casting Time: 1 hour
Range/Area: 10 ft
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous

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. At your DM's choice, the options of an almiral, a flying monkey, or a tressym may be available. 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 your 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.

Available for: Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules , pg. 256

Mage Armor

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A piece of cured leather
Duration: 8 Hours
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.
Available for: Sorcerer, Wizard

PHB

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal Somatic
Duration: Instantaneous
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 above 1st.
Available for: Sorcerer, Wizard

Player's Handbook 5e

Shield

1-level Abjuration

Casting Time: 1 reaction (which you take when you are hit by an attack or targeted by the magic missile spell)
Range/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Sorcerer, Wizard

PHB: P. 276

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
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 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.
Available for: Bard, Sorcerer, Wizard

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


Created by

armordude1.

Statblock Type

Character Sheet (Legacy)

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