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Baroness Lady Klara Stormwind

Soreress 5 Class & Level
Noble pg.135 Background
Human- Illuskan Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 14
+2
wisdom 14
+2
charisma 18
+4
Total Hit Dice 5
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+4 Deception
+5 History
+5 Insight
+4 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+4 Performance
+7 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Arcana, History, Insight, Persuasion proficiencies

 
11
Armor Class
32
Hit Points
+1
Initiative
30ft
Speed
WeaponAttackDamage/Type
Quarter Staff[Roll:1d20+3][Roll:1d6+1 One Handed] [Roll:1d8+1 Two Handed] (Bludgeoning)
Dagger[Roll:1d20+4][Roll:1d4+1] (Piercing)
Light Crossbow[Roll:1d20+4][Roll:1d8+1] (Piercing)
Attacks
Languages: Common, Dwarvish, and Elvish
Weapons: Daggers, Darts, Slings, Quarter Staffs, and Light Crossbows
Tools: Cards
Proficiences
Spellcasting Ability CHA
Spell Save DC 15
Spell Attack Bonus +7
Spellcasting
Quarter Staff
Dagger × 2
Light Crossbow x 10 arrows
Arcane Focus (Crystal Necklace)
Explorer's Backpack: Bedroll, Mess Kit, Tinder Box, Torches × 10, Rations × 10, Water Skin, 50ft Rope.
Identification papers of family and lands.
Change of Clothes
Cloak
Caltrops × 20
Healer's Kit × 10 uses
Potion of Giant Strength × 1
Superior Healing Potion [8d4 + 8]
Basic Healing Potion [2d4 + 2]
Equipment
Despite my Noble birth, I do not place myself above others, we have the same blood.
I'm confident in my own abilities and do what I can to instill confidence in others.
Personality Traits
Life is like the seasons, in constant change, and we must change with it.
Ideals
I've been searching my whole life for the answer to my born magic.
Bonds
My piety somethings leads me to blindly trust these that profess faith in my God, Ul.
Flaws
-Position of Privilege: People are inclined to think the best of you and accommodate your needs.
-Spellcasting Focus: Klara's Crystal Necklace.
-Font of Magic
-Flexible Casting: You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points.
-Tides of Chaos: You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
-Wild Magic (on a critical fail only)
-Metamagic:
Quickened Spell: You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Twinned Spell: When you Cast a Spell that Targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

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.

[block: Raised under the God of Vasunna but secretly follows Ul away from family.   Köthlak (David) Sigann (Jeff)]

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
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).
Available for: Sorcerer, Wizard, Artificer

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

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V S M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Basic Rules , pg. 271

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   Ranged Spell Attack | 1d8 | Cold Damage
At higher levels: The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Sorcerer, Wizard, Artificer

PHB pg. 275

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Wizard

Level 1 Spells

PHB: P. 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 it if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

PHB: P. 275

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: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB: P. 289

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1*D12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1*D12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1*D12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Level 2 Spells

PHB, Page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 219

Blindness / Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

Level 3 Spells

PHB: P. 287

Water Walk

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a piece of cork
Duration: 1 hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Artificer, Cleric, Druid, Ranger, Sorcerer

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


Created by

Jenna181.

Statblock Type

Character Sheet (Legacy)

Link/Embed