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Satchie Luraine

Astrologian 6 Class & Level
Adventuring Scholar Background
Arachne (Sicarachne) Race
Neutral Alignment

Strength 8
-1
Dexterity 11
+0
constitution 12
+1
intelligence 13
+1
wisdom 19
+4
charisma 15
+2
Total Hit Dice 5
Hit Die
1d6+1
+3 proficiency bonus
-1 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+4 Arcana
-1 Athletics
+2 Deception
+4 History
+7 Insight
+2 Intimidation
+4 Investigation
+4 Medicine
+1 Nature
+4 Perception
+2 Performance
+2 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Arcana, Insight, History, Investigation   Common, Undercommon proficiencies

 
12
Armor Class
32
Hit Points
+1
Initiative
30
Speed
Daggers 1d20+0 1d4
Light Crossbow 1d20+0 1d8Piercing
Attacks
Melee: Daggers, Quarter Staffs
Ranged: Darts, Slings, Light Crossbows

Tools: Divination Deck
Proficiences
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting
Dagger
Light Crossbow

Star Globe
Divination Deck

Explorer's Pack
Bracers of Defense
Equipment
Draw
Spread

*Diurnal Sect*
Succor of the Sun

Darkvision
Claws
Spider Build
Hybrid Nature
Web Sense
Sicarachne Resistance (Resist Poison and Necrotic Dmg)
Sicarachne Weapon Training (light crossbow, morning star, short sword, and war pick)

Historical Perspective
Features & Traits

Heroes Enabled

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

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.

Statblocks for your spells.

Level 0 Spells

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

PHB: P. 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range.
The target must succeed on a Dexterity saving throw or take 1*D8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Cleric

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

PHB pg. 272

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A miniature cloak
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Available for: Cleric, Druid

PHB: P. 259

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round

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.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 284

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Concentration, concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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

Level 2 Spells

PHB: P. 237

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Fur or a feather from a beast
Duration: Concentration, Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following Effects - the target gains the effect until the spell ends. Bear's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.   Bull's Strength: The target has advantage on Strength Checks, and his or her carrying Capacity doubles.   Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.   Eagle's Splendor: The target has advantage on Charisma Checks.   Fox's Cunning: The target has advantage on Intelligence Checks.   Owl's Wisdom: The target has advantage on Wisdom Checks.
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: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB: P. 255

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

Level 3 Spells

PHB: P. 218

Bestow Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Available for: Bard, Cleric, Wizard

PHB: P. 258

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Available for: Artificer (Alchemist), Cleric

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


Created by

JmanCaveman.

Statblock Type

Character Sheet (Legacy)

Link/Embed