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Melkam Ir'Shel

2 Level (0/900 XP for level-up) Background Tabaxi Male Race / Species / Heritage Alignment
Sorcerer
Level 2
Hit Dice: 2/2
1d+0 Class 1

STR
13
+1
DEX
14
+2
CON
10
+0
INT
14
+2
WIS
8
-1
CHA
17
+3
10
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30/60(Feline Agility)
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
-1 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+3 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
-1 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 STR 1d4+2+1 Piercing
  Finesse, Light, Thrown 20ft./60ft.
Dagger +7 STR 1d4+2+1 Piercing
  Finesse, Light, Thrown 20ft./60ft.
Crossbow Light +7 STR 1d8+2+1 Piercing
  Ammunition, Loading, Range, Two-Handed, 80ft./320ft.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +5 1A 120ft Instant 1d10 Frost+3 V/S
 Notes: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. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Frostbite 1 A 60ft Instant 1d6 Frost V/S
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blooming Blade 1 A 5ft 1 Round 1d8 Thunder S/M (1sp wep)
 Notes:ou 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 ld8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra ld8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by ld8 at 1 1th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)
Minor Illusion 1 A 30ft 1 Min S/M (bit of fleese)
 Notes: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.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 A 15ft Cone Instant 3d6 V/S
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Detect Magic 1 A 30ft Dome 10 Mins
 Notes: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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Tasha's Caustic Brew 1 A 30ft Line 1 Min 2d4 V/S/M (Rotten Food) 10
 Notes:A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Equipment Copper: 96, Silver: 7, Electrum: 0, Gold: 129, Platinum: 0 Money
Common, Tabaxi

Languages & Proficiencies


Notes


™ & © 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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