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Dantrag Zsambra

1 Level (0/300 XP for level-up) Silver Spoon Background Half-Elf (Drow) Race / Species / Heritage Neutral-Neutral Alignment
Shadowmaster
Level 01
Hit Dice: 01/01
1d6+1 Class 1

STR
10
+0
DEX
16
+3
CON
12
+1
INT
11
+0
WIS
14
+2
CHA
16
+3
6
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
6 / 6
Spirit
25 / 25
Crossbow Bolts
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+0 History INT
+4 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier (Avril) +6 DEX 1d8+3 Piercing
 Finesse.
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Range, Thrown.
Hand Crossbow +5 DEX 1d4+3 Piercing
 Light, Loading, Range.
Attacks

Spell Book

Level 1 Spells 10 slots

NAME AB CAST RNG DUR DMG CMP #
Vanish +5
Find Familiar +5
Silent Image +5
Burglar's Pack
Scrollcase
Papers of Nobility
Signet Ring
Thieves Tools
Deck of Cards

Equipment Copper: 30, Silver: 20, Electrum: 0, Gold: 15, Platinum: 0 Money
Arcane Spontaneous Casting.
Spells Known = Charisma Mod + Sorcerer Level + Proficiency Bonus.
Spirit = Charisma Mod + Sorcerer Level + Proficiency Bonus.
Spellcasting
LANGUAGES
Common
Elven
Thieves Cant
Undercommon

ARMOR
None

WEAPONS
Daggers
Darts
Hand-Crossbows
Quarterstaffs
Rapiers

TOOLS
Thieves Tools
Playing Cards

Languages & Proficiencies

Silver Spoon

You were born into a life of wealth, power, and privilege, earned not by yourself, but by the hard work of your family. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. However, you are a bit of a black-sheep disappointment to that family with a lack of work ethic and a disproportionate sense of entitlement. As a result, your family ignores you as much as possible, throwing just enough wealth your way to keep you afloat, while your noble title keeps you from getting seriously prosecuted by the law.

It should be no wonder then that you embraced a hedonistic and indulgent lifestyle, driven by popular culture, then turned to a life of crime as a method of seeking attention, social validation, and purpose. You are a fledging criminal with a history of breaking the law, have spent some time among other criminals because its cool, and therefore have small-time contacts within the criminal underworld.

However, whenever you have been caught committing a crime, you have used a combination of persuasion and noble title to evade public prosecution and long-term imprisonment, while deceiving yourself and your family that your intentions are always noble. You find purpose in this cycle, viewing the criminal element as the true nobility worth championing. The irony escapes you that, while fighting for their causes, you are generally immune to their struggles, due to your inherent privilege.

Skill Proficiencies Deception, Persuasion.
Tool Proficiencies One type of gaming set, thieves’ tools.
Languages Thieves' Cant, plus one bonus language of your choice.
Equipment
A gaming set, thieves tools, a set of dark clothes of a popular and expensive style including a hood, a signet ring, papers of nobility, and a pouch containing 15 gp.
Lifestyle Indulgent.

Features

Don't You Know Who I Am?
If people don't know how important you are due to the name on your nobility papers, they should be made to. You have advantage on Charisma (Persuasion) checks to facilitate the following actions:
  • You can blend in to environments of both the nobility and the underworld, as well as anywhere in between.
  • If you are ever arrested for a crime by official guards beholden to nobility, you can be automatically released with minimum bail appropriate for the level of offense within 24 hours, and the offense will be expunged from your permanent criminal record.
  • Once per week, you can use your nobility papers to withdraw a maximum of 15 gp from any bank that can cover the gp-limit.

Flaw


Background


™ & © 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.

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

The statblocks of your class features

Don't You Know Who I Am?

Silver Spoon Background

If people don't know how important you are due to the name on your nobility papers, they should be made to. You have advantage on Charisma (Persuasion) checks to facilitate the following actions:
  • You can blend in to environments of both the nobility and the underworld, as well as anywhere in between.
  • If you are ever arrested for a crime by official guards beholden to nobility, you can be automatically released with minimum bail appropriate for the level of offense within 24 hours, and the offense will be expunged from your permanent criminal record.
  • Once per week, you can use your nobility papers to withdraw a maximum of 15 gp from any bank that can cover the gp-limit.

 

Socialist Socialite

Silver Spoon Background Flaw

Having been taken care of financially most of your life, you have very little concept of responsible spending. Sometimes you spend money just to impress others as to how little you care about wealth, all the while extolling the virtues of someday living in a system without the need for wealth. Unfortunately, if you ever have more than 10 gp in your personal wealth, you incur disadvantage on Wisdom saves to keep from spending any surplus wealth on frivolous and extravagant expenditures.

Eyeshine

Shadowmaster 01

As a result of exposure to the Plain of Shadow, your eyes display a permanent purple reflective shine. You have darkvision with a range of 120 feet, and can see through magical darkness cast by yourself.

Shadow-Shaping

Shadowmaster 01

By weaving shadow into your spells, you are able to sculpt and give substance to your magic. You may choose to weave shadow magic into any illusion spell you cast, making it feel tangible for the duration. You may also cast Disguise Self at a range of touch on any creature or object.

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Half-Elf

ability score increase: +1 CHA / +1 ANY
age: 20 - 175 years.
alignment: Any.
Size: Medium
speed: 30 feet.
Languages: Common, Elvish.
race features:
BILINGUAL
You grew up bordering two cultures, where two languages were spoken almost equally. As a result, you are fluent in both languages related to your ancestry.

FEY ANCESTRY
Elves have advantage on saving throws against being charmed, and magic can't put them to sleep.

HALF-BLOODED
You count as both races for any effect related to race.

DARKVISION
Thanks to your elf blood, 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.

VERSATILITY
You gain proficiency in two skills of your choice.
Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives.
Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and elves alike.

Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery.

APPEARANCE
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

SOCIETY
The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.

A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.

RELIGION
Half-elves' isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention—as a result, most half-elves are chaotic good. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. Half-elves' lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.

LANGUAGES
Half-elves know (can speak, read, and write) Elvish and Common. Half-elves can know a number of languages equal to their Intelligence modifier. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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Statblocks for your spells.

Level 0 Spells

BWB

Shadow Bolt

0-level (Cantrip) Evocation

Casting Time 1 action.
Range 120 feet.
Duration Instantaneous.
Components V, S.

You hurl a bolt of shadow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage.

At higher levels:
This spell's damage increases as you level.
  • LVL 05 = 2d6 cold damage.
  • LVL 10 = 3d6 cold damage.
  • LVL 15 = 4d6 cold damage.
  • LVL 20 = 5d6 cold damage.

Class(es): Arcane.

DnD-5E PHB

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 action.
Range 120 feet.
Duration Concentration, 1 minute.
Components V, S, M.
Materials A bit of phosphorous or wychwood, or a glowworm.

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.

Class(es): Arcane.

DnD-5E PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action.
Range 30 feet.
Duration 1 minute.
Components S, M.
Materials A bit of fleece.

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.

Class(es): Arcane.

Level 1 Spells

DnD-5E PHB

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 hour.
Range 10 feet.
Duration Instantaneous.
Components V, S, M.
Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.

You gain the service of a familiar, a spirit that takes an animal form you choose (bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, weasel, etc). Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form, and dealing 1d6 psychic damage to its master. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Alternatively, you can dismiss it forever.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Arcane.

Pathfinder

Vanish

1-level Illusion

Casting Time 1 action.
Range Touch.
Duration 1 round per caster level.
Components V, S.

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.

Class(es): Arcane.

DnD-5E PHB

Silent Image

1-level Illusion

Casting Time 1 action.
Range 60 feet.
Duration Concentration, Concentration, up to 10 minutes.
Components V, S, M.
Materials A bit of fleece.

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Class(es): Arcane.

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