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Yinith Kazer

5 Level (0/14000 XP for level-up) Criminal Background Tiefling - Glasya Race / Species / Heritage Chaotic Neautral Alignment
Rouge - Arcane Trickster
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
8
-1
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
10
+0
CHA
18
+4
38
Hit Points
+6
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+6 Dexterity
+1 Constitution
+6 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+6 Arcana INT
-1 Athletics STR
+7 Deception CHA
+3 History INT
+0 Insight WIS
+4 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+3 Perception WIS
+4 Performance CHA
+10 Persuasion CHA
+3 Religion INT
+9 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Blink Daggers +7 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (30/60)
Dagger +6 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (30/60)
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult 1 action 60 feet Instantaneous 3d8
 Notes:Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.

Darkvision. Thanks to your infernal heritage, 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.

Hellish Resistance. You have resistance to fire damage.

Features & Traits
Studded Leather Armor, Thieves' tools, Backpack with a 50m rope and a bedroll, A Crowbar, Pouch with 25gp, 10 days worth of rations, two daggers (One blink dagger a dagger that as a bonus action he can teleport to, one normal dagger), Lesser Healing 2.

Equipment Copper: 100, Silver: 10, Electrum: 0, Gold: 50, Platinum: 0 Money
Arcane Trickster
Spellcasting
You can speak, read, and write Common and Infernal, Goblin, Thieves' Cant.

Languages & Proficiencies
Blows up at the slightest insult to either him or his brother.

Personality Traits
Protect the ones he loves and enjoy himself. Gimmie Monne.

Ideals
Yinoth: Brother of Yinith.
Jax: human, friends, owns a small magic shop in cassle with it is called Jax’s magic emporium.
Coal: shifter, Good friends, he worked on jobs with Yinith, and they are always trying to one up eachother.
Vekali: Goliath, acquaintance, they run into eachother a lot and they have the weird bro thing where they just nod and talk to eachother in passing.

Bonds
They blow up at the smallest insult.

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

Tasha's Cauldron of Everything

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (15-foot radius)
Components: Verbal
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Sorcerer, Warlock, Wizard

Player's Handbook

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
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 magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Player's Handbook, Evolving Cantrips

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
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.
At higher levels:
  • At 5th level, you may create up to two images of objects or sounds that must all fit in a 5-foot cube.
  • At 11th level, you may create up to five images of objects or sounds that must all fit in a 5-foot cube and the range of the cantrip increases to 60 feet.
  • At 17th level, you may create any amount of images of objects or sounds that must all fit in a 5-foot cube.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Firebolt

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: Sorcerer, Wizard

PHB

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Level 1 Spells

PHB page 233.

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V S
Duration: 1 hour
You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your Appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard

PHB

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

XGtE

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Strixhaven

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Level 2 Spells

PHB page 254.

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V S M
Materials: An eyelash encased in gum arabic
Duration: Concentration, Concentration, Up to 1 hour
A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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