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Kael

3 Level (0/2700 XP for level-up) Urchin Background Human (v.) Race / Species / Heritage CN Alignment
Artificer
Level 2
Hit Dice: 2/2
1d8+3 Class 1
Rogue
Level 1
Hit Dice: 1/1
1d8+3 Class 2

STR
10
+0
DEX
18
+4
CON
16
+3
INT
18
+4
WIS
12
+1
CHA
11
+0
30
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Infusions
2 / 2
Spell Slots
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+4 Dexterity
+5 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+1 Animal Handling WIS
+8 Arcana INT
+2 Athletics STR
+0 Deception CHA
+4 History INT
+1 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +6 INT 2d6 Bludgeoning
 Thought blade (silver)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Booming Blade +6 1 bonus action 1 round 1d8
Prestidigitation +6 1 action 60ft 1 hour

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult +6 1 action 60ft instant 3d8 s
 Notes:dex save
Expeditious retreat +6 concentration up to 10 min
 Notes:Can Dash as bonus action

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Sur, Common

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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DnD 5e SRD SRD

Maul

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Bludgeoning Heavy, Two-Handed

Cost: 10 gp Weight: 10 lb


 

Ring of Jumping

Ring

Uncommon Requires Attunement

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.


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Level 0 Spells

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

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.

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

SRD

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 1 Spells

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

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: 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.

Class(es): Artificer, Sorcerer, Wizard

Player's Handbook

Expeditious retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Artificer, Sorcerer, Warlock, Wizard, Witch

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