Lilija Luarith Waeglossz | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lilija Luarith Waeglossz

2 Level (0/900 XP for level-up) Waise Background Elf (Drow) Race / Species / Heritage Chaotic Evil Alignment
Druid
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
14
+2
17
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
2 / 2
Wild Shape
3 / 3
Spellslot Level 1
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+2 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Attack +2 STR 1 Bludgeoning
Dagger +3 DEX d4+1 Piercing
 Simple, Finesse, Light, Thrown, Range (20/60)
Scimitar +3 DEX d6+1 Slashing
 Martial, Finesse, Light
Crossbow, Light +1 DEX d8+1 Piercing
 Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thorn Whip +5 1 Action 30ft Instant d6 V/S/M

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Knife +5 1 Action 60ft, 5ft sphere Instant d10+2d6 S/M

Elf (Dark Elf)


Fey Ancestry
You have advantage on saves against being charmed, and magic can’t put you to sleep.

Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Superior Darkvision
You can see in darkness (shades of gray) up to 120 ft.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Drow Magic
You know the dancing lights cantrip. [3rd] You can cast faerie fire once per long rest. [5th] You can cast the darkness spell once per long rest. CHA is your spellcasting ability.

Druid


Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell Save DC: 8+Prof+Wis= 13
Spell Attack Modifier: Prof+Wis= +5
Spells Prepared: Druid lvl + Wis= 5
Spell Slots: 3x lvl1
Spellcasting
Armor
Light Armor, Medium Armor, Shields

Weapons
Club, Crossbow, Hand, Dagger, Dart, Javelin, Mace, Quarterstaff, Rapier, Scimitar, Shortsword, Sickle, Sling, Spear

Tools
Disguise Kit, Herbalism Kit

Languages
Common, Druidic, Elvish, Infernal

Languages & Proficiencies
Wenn du mich verletzt, werd ich dich zerstören und deinen Namen ruinieren. Ich kann einen Anstarrwettberwerb mit einem Höllenhund gewinnen, ohne zu zucken.

Personality Traits
Macht. Die Stärksten sollen über alles herrschen.

Ideals
Ich bin mein Leben lang auf der Suche nach einer Antwort auf eine bestimmte Frage.

Bonds
Mir ist es egal, ob ich töte. Wir alle sterben irgendwann … oder? Ich komme nicht gut mit Befehlen klar. Ich arbeite gerne allein. Ich bin ein Psychopath.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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Level 0 Spells

PHB: P. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A bit of phosphorus or wychwood, or a glowworm
Duration: Instantaneous
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

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.
Available for: Artificer, Cleric, Druid

PHB: P. 282

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: the stem of a plant with thorns
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1*D6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell’s damage increases by 1*D6 when you reach 5th level (2*D6), 11th level (3*D6), and 17th level (4*D6).
Available for: Artificer, Druid

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + 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 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

XGtE P. 157 / EE: P. 19 / PotA: P. 237

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: S, M
Materials: a drop of water or piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

PHB: P. 277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

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