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Wolfgang den Poeka

Wizard 1 Class & Level
Noble Background
Elf (Drow) Race
Chaotic Good Alignment

Strength 17
+3
Dexterity 19
+4
constitution 15
+2
intelligence 17
+3
wisdom 13
+1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
+3 Strength
+4 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+5 Arcana
+3 Athletics
+1 Deception
+5 History
+3 Insight
+1 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+3 Perception
+1 Performance
+3 Persuasion
+3 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills Base Stats: Intelligence, Wisdom Abilities: Arcana, History, Insight, Perception, Persuasion proficiencies

 
14
Armor Class
8
Hit Points
+0
Initiative
30 ft
Speed
Daggerroll 1d4 PiercingFinesse, Light, Thrown (20/60)
Attacks
Languages: Common, Elvish, Fey
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers, Shortswords
Tools: Cards• Sunlight Sensitivity.
Proficiences
Booming Blade:Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Dancing Lights:Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

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

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).

Green-Flame Blade:Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Acid Stream:Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Burning Hands:Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

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.

Chromatic Orb:Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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.

Magic Missile:Casting Time: 1 action
Range: 120 feet
Components: V, S
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 level above 1st.

Thunderwave:Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

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.
Spellcasting
A set of fine clothes, a signet ring, a scroll of pedigree, a purse, wand/arcane focus,scholars pack(a backpack · a book of lore · a bottle of ink · an ink pen · 10 sheets of parchment · a little bag of sand · a small knife.), spellbook

Equipment
Despite my birth, I do not place myself above other folk. We all have the same blood. My favor, once lost, is lost forever
Personality Traits
Family. Blood runs thicker than water.
Ideals
I am in love with the heir of a family that my family despises
Bonds
I have an insatiable desire for carnal pleasures.
Flaws
Age: 250 years
Height: 6 ft
Weight: 135 lbs
Eyes: Blue
Skin: Blue-Grey
Hair: White
• Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
• Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

• Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

• Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Spellbook At 1st level]
[block: you have a spellbook containing six 1st-level wizard spells of your choice.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own]
[block: or in a dusty tome in an ancient library.   Copying a Spell into the Book. When you find a wizard spell of 1st level or higher]
[block: you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell]
[block: then transcribe it into your spellbook using your own notation. For each level of the spell]
[block: you can prepare the spell just like your other spells.   Replacing the Book. You can copy a spell from your own spellbook into another book-for example]
[block: if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook]
[block: since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook]
[block: many wizards keep backup spellbooks in a safe place.   The Book's Appearance. Your spellbook is a unique compilation of spells]
[block: a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.   Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells]
[block: you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so]
[block: choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example]
[block: you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells]
[block: you use your Intelligence modifier when setting the saving throw DC for a wizard 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   Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.   Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher Each time you gain a wizard level]
[block: you might find other spells that you can add to your spellbook.   Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest]
[block: and none of the slots can be 6th level or higher.   For example]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: only shades of gray.   • Fey Ancestry. You have advantage on saving throws against being charmed]
[block: and magic can't put you to sleep.   • Trance. Elves do not sleep. Instead they meditate deeply]
[block: you gain the same benefit a human would from 8 hours of sleep.   • Keen Senses. You have proficiency in the Perception skill. ]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

SteamyDuck.

Statblock Type

Character Sheet (Legacy)

Link/Embed