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Level 1 Aarakocra Neutral Good Wizard
8 / 16 HP


The Maw

Run by kreendurron
Parties & Groups

Three Strangers

Storytelled by kreendurron
Played by


Wizard 1 Class & Level
Outlander Background
Aarakocra Race
Neutral Good Alignment

Strength 8
Dexterity 15
constitution 14
intelligence 14
wisdom 12
charisma 10
Total Hit Dice 2
Hit Die
+2 proficiency bonus
+1 Strength
+2 Dexterity
+2 Constitution
+4 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+4 Arcana
+1 Athletics
+0 Deception
+2 History
+1 Insight
+0 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+1 Perception
+0 Performance
+0 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival

Armor Class
Hit Points
Armor: none

Weapons: dagger, dart, light crossbow, quarterstaff, sling

Tools: one type of musical instrument

Saving Throws: Intelligence, Wisdom

Skills: Arcana, Athletics, Medicine, Survival

Languages: Common, Gnomish, Auran

Cantrips Known: Fire Bolt, Minor Illusion, Mage Hand

Prepared Spells:

1st Level (2 slots): Magic Missile, Charm Person, Detect Magic
Carried Gear: dagger, quarterstaff, belt pouch, set of traveler's clothes, hunting trap, a staff, a trophy from an animal you killed

Lifting and Carrying: 120 lbs. max. carrying capacity; 240 lbs. pushing or dragging (speed -5 ft. 240 lbs. max. lift.

Coins & Gems: 4 gold pieces (gp 53 silver pieces (sp 49 copper pieces (cp 2 gems (worth 10 gp each)
Alignment: Neutral Good. I help others according to their needs and promote compassion above all else.

Personality Traits
Aarakocra Traits [EELPC]

• Age: 18 years old

• Medium Size (4' 11", 100 lbs.)

• Flight speed of 50 feet.

• Talons (1d4 slashing damage)

• Exotic languages (Aarakocra and Auran)

Class Features [PHB p. 112]

• Ritual Casting

• Arcane Recovery (regain 1 spell slot after short rest once per day)

Features & Traits

Heroes Enabled

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


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, page 242

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

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

Class(es): Sorcerer, Wizard

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

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


0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration Up to an 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

Level 1 Spells

Magic Missle

1-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V, S

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 above 1st.

Class(es): Sorcerer, Wizard

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 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): Bard, Druid, Sorcerer, Warlock, Wizard

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

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

The major events and journals in Zeed's history, from the beginning to today.

The list of amazing people following the adventures of Zeed.

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