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Lynn

8 Level (0/48000 XP for level-up) Celebrity Adventurer's Scion Background Triton 4''11 Race / Species / Heritage CG Alignment
cleric
Level 6
Hit Dice: 6/6
1d8+2 Class 1
barbarian
Level 2
Hit Dice: 2/2
1d12+2 Class 3

STR
16
+3
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
9
-1
105
Hit Points
+1
Initiative (DEX)
22
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
not proficient +3 Strength
not proficient +1 Dexterity
not proficient +2 Constitution
not proficient +0 Intelligence
includes proficiency bonus/die +6 Wisdom
includes proficiency bonus/die +2 Charisma
saving throws
not proficient +1 Acrobatics DEX
not proficient +3 Animal Handling WIS
not proficient +0 Arcana INT
not proficient +3 Athletics STR
not proficient -1 Deception CHA
not proficient +0 History INT
includes proficiency bonus/die +6 Insight WIS
not proficient -1 Intimidation CHA
not proficient +0 Investigation INT
skills
not proficient +3 Medicine WIS
not proficient +0 Nature INT
includes proficiency bonus/die +6 Perception WIS
includes proficiency bonus/die +2 Performance CHA
not proficient -1 Persuasion CHA
includes proficiency bonus/die +3 Religion INT
not proficient +1 Sleight of Hand DEX
not proficient +1 Stealth DEX
not proficient +3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
includes +3 proficiency bonus Stormbringer +9 STR 1d8+3+3 piercing
includes +3 proficiency bonus stormbringer charge +3 INT 2d6
not proficient extra 2d8 +0 INT 2d8
Attacks

Spell Book

cold and lightning resistance

Features & Traits
1 Life Transference glyph scrolls 2 planum rings 400 gp diamond dust, bag of holding

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1000, Platinum: 5998 Money
Common and Primordial Celestial Draconic

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.

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

Stormbringer

Weapon

Very Rare

weapon of the deep: +2 to weapon and damage rolls and you do not suffer disadvantage from attack while under water

ocean's shock: the weapon holds 8 charges when you hit a creature with this weapon you can expend up to 3 charges to deal an additional 2d6 lightning damage per charge the weapon regains all charges after a long rest

I hear thunder: after a successful strike you can expend 1 charge to give the target lightning vulnerability until the end of your next turn

Type Damage Damage Range
Martial Melee 1d8+5 / 2d6 Lightning 30/60ft


Weight: 4 ib

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

Virtue

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V

You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Class(es): Cleric

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

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.

Class(es): Cleric, Druid

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

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 coloured 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.

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

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook

Command

1-level Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components Verbal


You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop The target drops whatever it is holding and then ends its turn.   Flee The target spends its turn moving away from you by the fastest available means.   Grovel The target falls prone and then ends its turn.   Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Cleric, Paladin, Knowledge Domain, Order Domain, Oath of the Crown, Oath of Conquest, The Fiend

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 20ft sphere
Duration 1 hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard, Tempest Domain

PHB

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self
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.

Level 2 Spells

Warding Bond

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.   The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Learned By

Class(es): Cleric, Artificer (Battle Smith), Paladin (Oath of the Crown), Sorcerer (Divine Soul)

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V

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.

Class(es): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

Gust of Wind

2-level Evocation

Casting Time 1 Action
Range Self (60-foot line)
Duration up to 1 Minute
Components V, S, M
Materials a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

PHB

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
  A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Level 3 Spells

Xanathar's Guide to Everything, pg. 160

Life Transference

3-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Attack/Save Throw: None   Description: You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Class(es): Cleric, Wizard

Daylight

3-level Evocation

Casting Time 1 Action
Range 60 ft
Duration 1 hour
Components V, S

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer

Player's Handbook

Glyph of Warding

3-level Abjuration

Casting Time 1 hour
Range Touch
Duration Until Dispelled or Triggered
Components V,S,M (incense and powdered lapis lazuli worth at least 20 gp, consumed)

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Class(es): Artificer, Bard, Cleric, Wizard

VGM, Page 116

Wall of Water

3-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 10 minutes
Components V, S, M
Materials a drop of water

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.   Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square area is frozen). Each 5-foot-square frozen section has an AC of 5 and 15 hit points. Reducing a frozen section to zero hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Class(es): Triton-exclusive. However, consider giving to Druid, Sorcerer, and Wizard.

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, Concentration, Up to 10 minutes

A storm cloud appears in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
  When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
  If you are outdoors in stormy Conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such Conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th Level or higher level, the damage increases by 1d10 for each slot level above 3rd.
Available for: Druid

PHB

Sleet Storm

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: a pinch of dust and a few drops of water
Duration: Concentration, 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
  The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
  If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

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