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Bran Stormwind

Wizard 3 Class & Level
Sage Background
Human Race
Lawful Good Alignment

Strength 15
+2
Dexterity 17
+3
constitution 15
+2
intelligence 19
+4
wisdom 19
+4
charisma 13
+1
Total Hit Dice 3
Hit Die
1d6+2
+2 proficiency bonus
+2 Strength
+3 Dexterity
+2 Constitution
+6 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+6 Arcana
+2 Athletics
+1 Deception
+6 History
+6 Insight
+1 Intimidation
+6 Investigation
+4 Medicine
+4 Nature
+4 Perception
+1 Performance
+1 Persuasion
+4 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Language: Common, Dwarvish, Elvish, Gnomish, Illuskan, Primordial, Draconic. proficiencies

 
13
Armor Class
16
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamageDamage TypeRange
Wizard's Staff d20+4 1d8+2 BludgeoningMelee
Longsword d20+4 d8+2 SlashingMelee
Attacks
Alchemist's Tools;
Land Vehicles;
Proficiences
There's nothing I like more than a good mystery.
Personality Traits
What is beautiful points us past itself toward what is true.
Ideals
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Bonds
Most people scream and run when they see a demon, I stop and take notes on its anatomy.
Flaws
Spellcasting
Arcane Recovery
Arcane Tradition: Transmutation
Transmutation Savant
Minor Alchemy
Features & Traits

Heroes Enabled

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

The statblocks of your class features

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Statblocks for race/species of the character.

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Statblocks for your spells.

Level 0 Spells

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Level 1 Spells

PHB: P. 289

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1*D12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1*D12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1*D12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 276

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a pinch of fine sand, rose petals, or a cricket
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

PHB: P. 231

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Divination Magic

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

Abjuration Magic

Armor of Agathys

1-level Abjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S, M
Materials: A cup of water
Duration: 1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Available for: Warlock, Conquest Paladin, Giant Soul (UA) (Frost) Sorcerer

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard
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Level 2 Spells

PHB: P. 255

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.   When the spell ends, the target floats gently to the ground if it is still aloft.   Wizard of the Coasts (2018): In the first sentence, “One creature or object” is now “One creature or loose object.”
Available for: Artificer, Sorcerer, Wizard
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