Merlin "Emrys" de Ealdor | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Merlin "Emrys" de Ealdor

Hechicero 3 Class & Level
Paje Background
Humano (Sangre de Dragón) Race
Bueno-Neutral Alignment

Strength 9
-1
Dexterity 14
+2
constitution 10
+0
intelligence 12
+1
wisdom 12
+1
charisma 16
+3
Total Hit Dice 3
Hit Die
1d6+0
+2 proficiency bonus
-1 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
+5 Deception
+1 History
+1 Insight
+3 Intimidation
+1 Investigation
+3 Medicine
+1 Nature
+1 Perception
+3 Performance
+3 Persuasion
+1 Religion
+2 Sleight of Hands
+4 Stealth
+1 Survival
skills Espada corta, honda, bastón, ballesta ligera, daga. Lenguajes: común, antigua religión, dracónico. proficiencies

 
15
Armor Class
17
Hit Points
+2
Initiative
30 ft
Speed
ArmaAtaqueDaño
Espada corta+41d6+2 corte/perforación
Ballesta ligera+41d6+2 perforación
Daga+41d4+2 perforación
Attacks
Cantrips= 4
Spells Known= 4
Spell Save DC= 13
Spell atack modifier= +5
Puedes reemplazar 1 hechizo de la lista al subir de nivel.
Spellcasting
Ropas comunes
Ballesta ligera, espada corta, daga.

Equipment
Metamagic: Empowered Spell and Quickened Spell.
Dragon Ancestor: Bronze Dragon, duplica Proficiency Bonus en tiradas de Carisma interactuando con Dragones.
Draconic Resilience: +1 HP per level, AC=13+Dex sin armadura.
Flexible casting: Puedes canjear SP's por Spell Slots o viceversa. Sorcery points= 3
Features & Traits

Heroes Enabled

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Level 0 Spells

PHB pg 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 Feet
Duration 1 minute
Components VS

A spectral, floating hand appears at a point you choose within range. 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.

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

Evolving Cantrips

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1action
Range 120 feet
Duration Concentration, 1 minute
Components V,S,M (phosphorous or a glow worm)

You create up to four torch-sized lights , 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, you can move the lights 60 ft within range, but all lights must be within 20 feet of each other.
At higher levels: The lights can shed bright light for 10 feet, and dim light for another 10 feet at 5th level. They can be attached to a creature by making a ranged spell attack at 11th level.At 17th level, you can create up to 6 lights at a time.

Class(es): Bard, Sorcerer, Wizard

Evolving Cantrips

Gust

0-level (Cantrip) Evocation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube. At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet. At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

Class(es): Druid, Sorcerer, Wizard

PHB

Control Flames

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
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): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Dnd Wiki

Push

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: Somatic
Duration: Instantaneous
You blast a creature in range with raw kinetic force. The target must make a Strength save. On a failure, it takes 1d6 force damage and is laterally pushed up to 15 feet in a direction of your choice. If the target would be pushed into terrain it knows is lethal, such as being pushed into a pool of molten rock or over a sheer cliff, it is granted a Constitution save. On a success, it is pushed no further.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Sorcerer, Warlock ,Wizard

Level 1 Spells

UA

Arcane Weapon

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V, S

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Class(es): Artificer

PHB

Illusory Script

1-level Illusion

Casting Time 1 Minute
Range Touch
Duration 10 Days
Components S, M
Materials a lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.

Class(es): Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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