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Dagg the Muscle

3 Level (900/2700 XP for level-up) Background Dwarf (Duergar) Race / Species / Heritage Neutral good Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
17
+3
DEX
14
+2
CON
16
+3
INT
11
+0
WIS
8
-1
CHA
5
-3
31
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
9
Passive Perception
3 / 3
Flex casting (metmagic)
1 / 1
Duergar Magic
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
-3 Deception CHA
+0 History INT
-1 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
-3 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +3 STR 1d6+STR+3 Bludgeoning
Dagger +5 STR 1d4+3 Piercing
Spear +3 STR 1d6+3 Piercing
 Thrown (20/60) Versitile(1d8)
Attacks
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Features & Traits
Component pouch
2x Dagger
Spear
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10 days of rations
Waterskin
50 feet of hempen rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Dwarfish, Undercommon,
Mason's tools, Carpenter's tools

Languages & Proficiencies
Lighthearted
Prideful
Simple-minded
Loves folklore & stories
Revers artists and their craft, from silver-tongued poets to masterful simths

Personality Traits
To spread the fame and be an example of an exeptional dwarf from the Black Boldfrog keep.

Ideals
The Black Baldfrog keep. He is loyal, above everything else, to his brethren and will protect the honour of his home with his life.

Bonds
Prideful. Will overestimate his resilliance and abilities especially if he senses peopple doubting him.
Drunkard. Never misses the option to get drunk, even if it means some consequences.

Flaws


™ & © 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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Level 0 Spells

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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 magic items, or carry more than 10 pounds.

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
  If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: You can create an additional effect and the spell's range increases by 10 feet once you reach 5th level (up to 2 effects, 40 feet range), and again at 11th level (up to 3 effects, 50 feet range) and 17th level (up to 4 effects, 60 feet range).
Available for: Druid, Sorcerer, Wizard

XGE, page 164

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: Once you reach 5th level, you can choose areas of water that fit inside two 5-foot cubes, choosing the same or different effects for each. The spell's range also increases by 10 feet and you can have one more effect active at the same time. You can choose one more area, have one more effect active, and the range increases by an additional 10 feet at 11th level and again at 17th level.
Available for: Druid, Sorcerer, Wizard

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

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