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Salihn Elnelis

1 Level (0 of 300 XP for level-up) Guild Artisan Background High Elf Race -- Alignment
Witch Class 1 1 Level

Strength 12
+1
Dexterity 15
+2
Constitution 15
+2
Intelligence 12
+1
Wisdom 16
+3
Charisma 14
+2
8 of 8
Hit Points
+2
Initiative
12
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 1 of 1
Hit Die: 1d6 +2
30 ft
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+2 Deception CHA
+1 History INT
+5 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Staff +3 STR 1d6+1 bludgeoning
 Versatile (1d8)
Sling +4 DEX 1d4+2 bludgeoning
 Ammunition, (Range 30/120)

High Elf

  • Darkvision
  • Fey Ancestry
  • Trance


Witch

  • Coven: White Tree


Guild Artisan

  • Guild Membership

Features & Traits

Coins

  • 65 gold


Equipment

  • One set of artisan's tools of your choice
  • A letter of introduction from your guild
  • Traveler's Clothes
  • Staff
  • Sling
  • Scholar's Pack
  • Spellcasting Focus

Equipment
Spell Casting Modifier: CON
Spell Attack Bonus: 1d20+4
Spell Save DC: 12

Cantrips Known: 4 (Gust, Magic Stone, Thorn Whip, Dancing Lights)
Prepared Spells: 3 (Inflict Wounds, Hellish Rebuke, Witchbolt)


Spellcasting
Weapons: Shortsword, Longsword, Shortbow, Longbow, Dagger, Staff, Sling
Armor: None

Languages: Common, Elvish, Sylvan, Dark Sylvan
Tools: One type of artisan's tools of your choice, Weaver's Tools, Painter's Supplies
Languages & Proficiences
--
Personality Traits
--
Ideals
--
Bonds
--
Flaws
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

The statblocks of your class features

Witch

overview

The Witch

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Coven 3 2 - - - - - - - -
2nd +2 Witch's Blood 3 3 - - - - - - - -
3rd +2 Blessings of Libra 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Coven Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Blessings of Libra 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Coven Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Blessings of Libra 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Coven Elder 5 4 3 3 3 3 2 2 1 1
hit dice 1d6 per Witch level
hit points at 1st level 6 + your Constitution modifier
hit points at higher levels 1d6 (or 4) + your Constitution modifier per Witch level after 1st
armor proficiencies None
weapon proficiencies Daggers, Staffs, and Slings
tools Weaver's Tools and Painter's Supplies
saving throws Constitution, Dexterity
skills Choose two from Arcana, Animal Handling, Nature, Persuasion, Sleight of Hand, Stealth or Survival
starting equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two daggers or (b) a staff
  • (a) sling or (b) a healing potion
  • (a) a priest’s pack or (b) a scholar’s pack
  • A spellcasting focus or a component pouchl
spellcasting
As a student of the ancient language, you have access to your coven’s entire spell list and must choose daily which ones that you would like to prepare. Witches receive their power by observing the customs of their coven and in return, their soul has been tethered to that of the world that they live in, this grants them the ability to cast magic and to understand it in unique ways. Click the button below for a list of spells available to the Witch.   Witch Spells

Cantrips


Control Flames
Druidcraft
Gust
Guidance
Magic Stone
Mold Earth
Shape Water
Shillelagh
Thorn Whip

Level 1 Spells


Absorb Elements
Burning Hands
Create or Destroy Water
Earth Tremor
Ensnaring Strike
Find Familiar
Hex
Ice Knife
Ray of Sickness
Speak with Animals
Thunderwave
Witchbolt

Level 2 Spells


Alter Self
Barkskin
Beastsense
Dust Devil
Earthbind
Find Steed
Flaming Sphere
Gust of Wind
Misty Step
Moonbeam
Ray of Enfeeblement
Scorching Ray
Shatter
Silence
Skywrite
Warding Wind
 

Level 3 Spells


Aura of Vitality
Bestow Curse
Call Lightning
Conjure Animals
Daylight
Erupting Earth
Fireball
Lightning Bolt
Magic Circle
Meld Into Stone
Remove Curse
Sleet Storm
Tidal Wave
Wall of Sand
Wall of Water
Water Walk
Wind Wall

Level 4 Spells


Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Divination
Elemental Bane
Fire Shield
Giant Insect
Ice Storm
Polymorph
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere

Level 5 Spells


Animate Objects
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Geas
Hallow
Immolation
Insect Plague
Maelstrom
Planar Binding
Scrying
Transmute Rock
Tree Stride
Wall of Stone
 

Level 6 Spells


Bones of the Earth
Chain Lightning
Conjure Fey
Eyebite
Flesh to Stone
Forbiddance
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Planar Ally
Primordial Ward
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk

Level 7 Spells


Conjure Celestial
Firestorm
Reverse Gravity
Sequester
Symbol
Whirlwind

Level 8 Spells


Animal Shapes
Control Weather
Earthquake
Incendiary Cloud
Sunburst
Telepathy
Tsunami
 

Level 9 Spells


Astral Projection
Imprisonment
Shapechange
Storm of Vengeance
True Polymorph
 

Cantrips

At first level, you learn three Witch cantrips from the Witch spell list. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips known column of the Witch table.  

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your Witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Witch spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch spells equal to your Constitution modifier + your Witch level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level Witch, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Witch Bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Witch spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability  

Spellcasting Ability

Constitution is your spellcasting ability for your Witch spells since you learn your spells through invoking the longevity and power of your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier  

Spellcasting Focus

You can use an arcane focus from the list of equipment in Adventuring Gear as a spellcasting focus for your Witch spells.  

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features

Coven

Choose a Coven to belong to, this describes the way you have been taught to connect with the soul of the world. These are detailed at the end of the class description.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th and 18th level.  

Witch’s Blood

At 2nd level, you have learned to harness your life force as a resource to empower your magic. By sacrificing your life force, you can bring your spell up to its maximum power, generate additional magical energy or push your spell beyond its natural limit. Consult the table below to understand how much of your own hit points you will need to sacrifice to generate a given effect. When you sacrifice hit points to generate one of these affects you will decrease your current hit points as well as your hit point maximum until you take a long rest. You can use Maximize Magic and Overcast on the same spell if you sacrifice the amount of hit points required to generate the effect twice.  
HP Cost Recover Slot Maximize Magic Overcast
3 - Cantrip's Maximum Damage As if Critical Hit
5 Level 1 Level 1 Spell’s Maximum Damage Cast as a Level 2 Slot
8 Level 2 Level 2 Spell’s Maximum Damage Cast as a Level 3 Slot
12 Level 3 Level 3 Spell’s Maximum Damage Cast as a Level 4 Slot
17 Level 4 Level 4 Spell’s Maximum Damage Cast as a Level 5 Slot
23 Level 5 Level 5 Spell’s Maximum Damage Cast as a Level 6 Slot
30 Level 6 Level 6 Spell’s Maximum Damage Cast as a Level 7 Slot
38 Level 7 Level 7 Spell’s Maximum Damage Cast as a Level 8 Slot
47 Level 8 Level 8 Spell’s Maximum Damage Cast as a Level 9 Slot
57 Level 9 Level 9 Spell’s Maximum Damage Unique Effect or Critical Hit
 
  • If a spell does not deal damage or function differently when cast at a higher level, then generally the GM will assign an additional effect or allow you to regain a spell slot of a lower level.
  • When your Maximum Hit Points have been lowered by using the Witch’s Blood feature nothing except a long rest or a Wish spell can restore your hit point maximum.
  • You cannot use this feature to restore a spell slot that you are incapable of using at your current level.
 

Blessings of Libra

  At 3rd Level, Witches gain protection from the bond that they have forged with the innate power of the world. Because of their dedication the Goddess Libra has granted them some innate traits that passively give the Witch protections and bonuses during their life. You can pick two of the Blessings from below, you may pick an additional two at 10th and 17th level but you can never change any of the Blessings that you make.   Wicked Nails. Your blessing empowers your unarmed strikes and makes them deal magical slashing damage. When calculating your bonus to hit and to deal damage with unarmed strikes you will use 1d4 + your Constitution Modifier + your Witch Level.   Unrivaled Beauty. Your blessing grants you natural beauty beyond that of even the Elves. You gain proficiency in Persuasion or Deception, if you already have proficiency you gain expertise.   Horrific Aura. You must be 10th level to take this blessing, your blessing grants you a powerful aura of magic that can startle creatures that are weaker than yourself. If a creature with less hit points moves within five feet of you while you are conscious then it must succeed on a Wisdom save against your spell save DC. On a failed save a creature receives the Feared condition for the next minute, it may repeat the saving throw at the end of each of its turns. If a creature passes the saving throw, then it is immune to your Horrific Aura for 24 hours.   Gift of Youth. You must be 10th level to take this blessing, your blessing grants you an unnaturally long life and you cannot be aged by most magical effects. You cannot be aged magically except by the power of a Sphinx or the effect of a Wish spell, you age ten times as slowly as a member of your race normally would.   Eyes of the Witch. Your blessing grants you eyes that perceive complete darkness as daylight and more as your power grows. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. At 15th level this ability grants further power and allows you to see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.   Siphon Power. Your blessing grants you the ability to steal magical energy from creatures that are damaged by your spells and use it to restore your own reserves. When you kill a creature with a spell you gain a spell slot back equal to an amount dictated by the chart below. You cannot use this feature to restore a spell slot that you are incapable of using at your current level.  
CR of Creature Spell Slot Restored
0-1 -
2-3 1
4-5 2
6-9 3
10-13 4
14-16 5
17-20 6
21-25 7
25-29 8
30+ 9
  Siphon Life. Your blessing grants you the ability to steal hit points from creatures that are damaged by your spells and manifest it as a cloak of arcane energy. When you damage a creature with a spell you gain temporary hit points equal to your Witch level, these hit points are cumulative, but they can never exceed your current maximum hit points.   Grant Power. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their magical energy. You can use your Witch’s Blood feature to restore a spell slot to an ally within 30 feet, this must be a corresponding spell slot on the Witch’s Blood chart and the ally must be capable of using the spell slot. Using Witch’s Blood in this way consumes an action.   Grant Life. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their life energy. You can transfer your hit points to any ally by touching them, you cannot raise an ally beyond their maximum hit points this way. Using this blessing counts as an action.   Protection from Elements. Your blessing grants you protection from elemental damage (Fire, Cold, Lighting, Thunder). When taking elemental damage, you subtract an amount from it equal to your Witch level, in addition damage from the elemental sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Shots. Your blessing grants you protection from arrows, bolts, bullets and any thrown weapons. When taking damage from the listed sources, you subtract an amount from it equal to your Witch level, in addition damage from the listed sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Blows. Your blessing grants you protection from non-magical melee weapons to include unarmed strikes. When taking damage from non-magical melee weapons, you subtract an amount from it equal to your Witch level, in addition damage from non-magical melee weapons cannot reduce you below 1 hit point or render you unconscious.   Protection from Phenomenal. Your blessing grants you protection from phenomenal sources of damage (Necrotic, Radiant, Psychic, Force). When taking phenomenal damage, you subtract an amount from it equal to your Witch level, in addition damage from phenomenal sources cannot reduce you below 1 hit point or render you unconscious.   Circle of Protection. Your blessing grants you extra protection when you take the time to defend yourself against incoming attacks. When you take the defend action, incoming attacks receive a penalty equal to your Constitution modifier on top of the normal penalty incurred from your defend action.   Circle of Harm. Your blessing grants you incredible accuracy when you take the time to steady yourself and prepare for a spell casting. If you use your action to “prepare” a spell that inflicts damage that will not be cast until your next turn, it will incur a bonus. For spells requiring an attack roll, you will gain a bonus to your attack roll equal to your Constitution modifier and for spells requiring a saving throw, the saving throw will be made at disadvantage.   Circle of Shelter. Your blessing grants you minor healing when you take the time to aide them in combat. If you use your action to “Help” a friendly creature in attacking a creature within 5 feet of you then you will heal an amount equal to your Constitution modifier.   Circle of Fury. Your blessing grants you addition prowess in combat when you choose to attack enemies with unarmed strikes or weapons. If you use your action to attack a creature with a melee weapon or an unarmed strike, then you can use your bonus action to make an additional attack.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Coven Elder

At 20th level, you have become a Witch of incredible power that is ready to lead their own Coven and spread their knowledge to a new generation. Spells of 3rd level and lower have no effect on you and cannot deal you damage. Spells of 7th level and higher that you cast cannot be prevented by using the spell Counterspell.
subclass options

Covens

The White Tree
A proud lineage that pursues the raw, natural power that lies within the spirit of Isekai. The White Tree is a rare plant that is thought to be extinct in modern-day but was once incredibly coveted for its use as a component for magical potions and the creation of an arcane focus. It was rumored that a magic wand made from the branch of the White Tree would elevate even a novice caster’s power to that of an elite mage.  

White Tree Teachings

Beginning when you select this Coven at first level, you gain access to an expanded spell list that is called “White Tree Teachings” that will be added to the pool of spells that you can pick from at the beginning of each day.   White Tree Teachings
Spell Level Spells
1st Level Inflict Wounds, Hellish Rebuke
2nd Level Enlarge/Reduce, Hold Person
3rd Level Haste, Fly
4th Level Banishment, Confusion
5th Level Hold Monster, Telekinesis
 

Spell Empowerment

Beginning when you select this Coven at first level, you gain empowered spells based upon the strength of your life force. When you damage a creature with one of your spells you may expend your bonus action and expend any number of hit die, roll those hit die as additional force damage added onto your spell.   You can use this feature to expend any number of hit die that you have available but if you reduce yourself to zero hit die then you will gain a level of exhaustion.  

Life Force Empowerment

At 6th level, your spells have become especially deadly against those with a weaker life force than yourself. If a creature would be damaged by your spell and they have less current hit points than you do, they are considered vulnerable to the damage of all spells that you cast.  

Powerful Life Force

At 14th level, your life force gains incredible potency. Whenever you level up and acquire new hit points you do not roll or take the median on your hit die, instead take the highest number of hit points possible for your acquired hit points (6 + your Constitution modifier is the highest number possible on a d6).  

Unyielding Life Force

At 18th level, your life force cannot be quenched by the efforts of a single blow or effects that would end it immediately. As long as you are not at 1 hit point, incoming damage cannot reduce you below 1 hit point. Spells that would instantly kill or destroy your body will instead reduce you to one hit point if you are not already at 1 hit point. A Wish spell bypasses this feature.
  The Black Thorns
A proud lineage that seeks out protection and sanctuary, the ancient powers of Isekai wrap themselves around Witches of this Coven and shelter them from harm. The Black Thorns make reference to a part of the White Tree that manifests itself in order to ward off wild animals, monsters and evil creatures of all kinds. These thorns were thought to be the bane of evil and to be a living substance on par with Adamantite with a will of their own to protect the White Tree and those that they deemed worth of protection.  

Black Thorns Teachings

Beginning when you select this Coven at first level, you gain access to an expanded spell list that is called “Black Thorns Teachings” that will be added to the pool of spells that you can pick from at the beginning of each day.   Black Thorn Teachings
Spell Level Spells
1st Level Entangle, Cure Wounds
2nd Level Blur, Web
3rd Level Counterspell, Slow
4th Level Aura of Life, Aura of Purity
5th Level Circle of Power, Passwall
 

Spell Empowerment

Beginning when you select this Coven at first level, you gain empowered spells based upon the strength of your life force. When you damage a creature with one of your spells you may expend your bonus action and expend any number of hit die, roll those hit die to gain temporary hit points equal to their shown value. These hit die are cumulative but they do not stack with other features or sources of temporary hit points.   You can use this feature to expend any number of hit die that you have available but if you reduce yourself to zero hit die then you will gain a level of exhaustion.  

Life Force Empowerment

At 6th level, your spells have become imbued with a protective life force that seeks out weak creatures to protect. When you cast a spell and friendly creature within 10 feet of you has less current hit points than you do, they regain an amount of hit points equal to your Witch level. If you are the creature with the lowest hit points within 10 feet, then you will instead gain hit points equal to your Witch level.  

Sheltered Life Force

At 14th level, your life force gains incredible potency that seeks to protect you at all times. While you are not wearing armor you may calculate your armor class in the following way, AC = 10 + your Constitution modifier + your proficiency modifier. You cannot gain the benefits of Sheltered Life Force while wielding a Shield.  

Uncontrollable Life Force

At 18th level, your life force cannot be overwhelmed by other spirits and outside control without great struggle. You have advantage on saving throws for effects that would paralyze, stun, fear, possess or otherwise force you to lose control over your body. In addition, if you are successful in resisting the mentioned effect you will turn the energy back on the attacker and stun the creature that attempted to force their influence on you. Even if the creature would normally be immune to the stunned condition they will still be stunned until the end of your next turn.
  The Yellow Rose
A proud lineage that seeks out knowledge and friendship from the ancient spirit of Isekai, they pursue the mysteries of the world and live in a fashion similar to Druidic communities. The Yellow Rose makes a reference to a flower that blooms on the White Tree only once every hundred years, a sight that Fey and animals of the natural world will pause to see because of its elegance and beauty. This Flower is said to impart great knowledge and understanding to those that gaze up its blooming and those that watch the final petal fall as it wilts will learn how the thing they love the most will meet its end. The secrets of the Yellow Rose are such that they could bring about the ruin rulers, societies and civilizations so if it still exists it is hidden far away from any that will see it in the modern-day.  

Yellow Rose Teachings

Beginning when you select this Coven at first level, you gain access to an expanded spell list that is called “Yellow Rose Teachings” that will be added to the pool of spells that you can pick from at the beginning of each day.   Yellow Rose Teachings
Spell Level Spells
1st Level Ceremony, Sanctuary
2nd Level Suggestion, Zone of Truth
3rd Level Plant Growth, Speak with Plants
4th Level Compulsion, Grasping Vine
5th Level Modify Memory, Raise Dead
 

Spell Empowerment

Beginning when you select this Coven at first level, you gain empowered spells based upon the strength of your life force. When a creature makes a saving throw you may use your reaction to expend any number of hit die. Roll those hit die and deduct or add the amount rolled from a creature’s saving throw after hearing if they have failed or not. This can be used to effect multiple creatures, but you must expend and roll a hit die for each creature that you would like to effect. A creature must be in your range of vision for you to use this feature. You can use this feature to expend any number of hit die that you have available but if you reduce yourself to zero hit die then you will gain a level of exhaustion.  

Life Force Empowerment

At 6th level, your spells have become imbued with a mystical force that grants you and your party improved senses of the world around you. If you are proficient in a skill check that uses your Wisdom modifier you may add your Constitution modifier to it as well. Friendly creatures within ten feet of you that make a saving throw or a skill check that uses their Wisdom modifier will gain a benefit of +2 to that saving throw or skill check.  

Mystical Life Force

At 14th level, your life force gains mystical properties that allow you to change the outcome of your fate. If you fail a saving throw or a skill check you may choose to succeed instead. You may use this feature twice before taking a long rest.   Whenever you make death saving throws you make them with advantage.  

Unpredictable Life Force

At 18th level, your life force gains incredible potency and wards off danger from lesser creatures. If you would take damage from a creature that has less current hit points than your current hit points you have resistance to that damage.

Guild Artisan/Guild Merchant

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.  

Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.
d20 1d20 Specialty
1Alchemists and apothecaries
2Armorers, locksmiths, and finesmiths
3Brewers, distillers, and vintners
4Calligraphers, scribes, and scriveners
5Carpenters, roofers, and plasterers
6Cartographers, surveyors, and chart-makers
7Cobblers and shoemakers
8Cooks and bakers
9Glassblowers and glaziers
10Jewelers and gemcutters
11Leatherworkers, skinners, and tanners
12Masons and stonecutters
13Painters, limners, and sign-makers
14Potters and tile-makers
15Shipwrights and sail-makers
16Smiths and metal-forgers
17Tinkers, pewterers, and casters
18Wagon-makers and wheelwrights
19Weavers and dyers
20Woodcarvers, coopers, and bowyers
 

Variant: Guild Merchant

Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.

Skill Proficiencies Insight, Persuasion
Tool Proficiencies One type of artisan's tools
Languages One of your choice
Equipment A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp

Features

Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.   Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.   You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested Characteristics

Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

Traits

Dice 1d8 Personality Traits
1I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

Ideal

Dice 1d6 Ideals
1Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity: My talents were given to me so that I could use them to benefit the world. (Good)
3Freedom: Everyone should be free to pursue their own livelihood. (Chaotic)
4Greed: I'm only in it for the money. (Evil)
5People: I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration: I work hard to be the best there is at my craft.

Bond

Dice 1d6 Bonds
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
3I owe my guild a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my guild and prove that I am the greatest artisan of them all.
6I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Flaw

Dice 1d6 Flaws
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from guild coffers.
4I'm never satisfied with what I have — I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

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Elf

overview
ability score increase
+2 Dex
age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size
Medium
speed
Walking 30ft
Languages
You can speak, read, and write Common and Elvish.
race features
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.   Keen Senses
You have proficiency in the Perception skill.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.
description
Elves are the oldest of the Elder Races that live in Isekai, it is said that they are charged with the safekeeping of the forests, animals, and nature as a whole.

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Created by

RiverFang.

Statblock Type

Character Sheet (2020)

Link/Embed