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Astur Von Flemington

9 Level (0/64000 XP for level-up) Background VulpĂ­n Race / Species / Heritage Neutral Alignment
Wizard, conjuration school
Level 9
Hit Dice: 9/9
1d6+2 Class 1

STR
8
-1
DEX
11
+0
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
12
+1
56
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30 Ft.
Speed (walk/run/fly)
1 / 1
Charm Person
1 / 1
Ambush Prey
1 / 1
Fear
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+0 Dexterity
+2 Constitution
+8 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+5 Deception CHA
+8 History INT
+2 Insight WIS
+1 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Birdfolk, Vulpin.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

PHB

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
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: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard, Druid (Spores)

PHB

Fire Bolt

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: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

PHB

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.

Prestidigitation

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30’ (Close)
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its noninstantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30’ (Short)
Components: V, S
Duration: Concentration, Concentration, up to 1 round/level
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 a bonus 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.
Available for: Wizard

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30’ (Close)
Components: V, S
Duration: 1 day/caster level
Saving Throw: Charisma negates
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target as having “goodwill” towards you). If the creature is currently being threatened or attacked by you or your allies, however, it has advantage on its saving throw.
The spell does not enable you to control the charmed person as if he or she were an automaton, but he or she perceives your words and actions in the most favorable way, and suffers from the charmed condition (see Appendix A). You can try to give the subject orders, but you must make a Charisma (Persuasion) check in order to convince the target to do anything he or she wouldn’t ordinarily do (retries are not allowed).
The target never obeys suicidal or obviously harmful orders, but might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Available for: Wizard

PHB

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, 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.

PHB

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of cured leather
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction , which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Fighter (Eldritch Knight), Ranger, Rogue (Arcane Trickster), Sorcerer, Wizard

Humblewood

Hearth & Home

1-level Conjuration

Casting Time: 10 minutes
Range/Area: 5ft
Components: V,S,M
Materials: A small flintstone and a pile of tinder, which the spell consumes.
Duration: 24 hours
You conjure a small flagstone hearth in a space within 5 feet of you. The hearth is lit with a magical flame that emits bright light in a 20-foot radius, dim light for an additional 20 feet, and tangible warmth. For the duration, you can light or extinguish this flame as an action, but otherwise, the hearth remains lit until dispelled. While the hearth is lit, you can sense where it is in your mind and know the shortest (though not the safest) path to reach it. If you move farther than 1 mile from the conjured hearth or cast this spell again, the hearth disappears and the spell ends.
Available for: Bard, Cleric, Wizard

Level 2 Spells

PHB

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

PHB

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, M
Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
  The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
  You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
  If you or any of your companions damage the target, the spell ends.

PHB

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, 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: 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.

PHB

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a forked twig
Duration: Concentration, 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
  The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
  This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Humblewood

Aether Figment

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Touch
Components: V,S,M
Materials: An arcane focus or magical object worth at least 10 gp.
Duration: Instantaneous
You use an arcane focus or magical item in your possession to call forth a pale figment. The translucent figment has the stats of a CR 0 beast of your choice (chosen the first time you cast this spell on the object) but has the construct creature type. The figment takes on the form of the chosen creature while the used object floats at the core of the figment. The figment gains access to any traits or properties possessed by the item, has an Intelligence score of 10, and can speak any languages you know. The construct is sentient and obeys your commands to the best of its ability. As an action, you can command the figment to revert to being an item or to turn back into a creature. While in its item form the figment can still see and hear as normal and can communicate with you telepathically out to a range of 60 feet. If the figment is reduced to 0 hit points, roll a d20. On a result of 10 or lower, the item it was created from is destroyed. Magical items of rare or higher rarity have advantage on this roll. You can only have one figment at a time. If you cast this spell while you already have a figment, you must choose which one to keep.
Available for: Wizard

Humblewood

Nettle's Needlework

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V,S,M
Materials: A pair of scissors, fine thread, and a silver sewing needle worth at least 50 gp.
Duration: 1 hour
You can cut apart or stitch together an object of your choice. Choose one when you cast this spell. Cut. You can make a surgical cut up to 20 feet long and no more than 5 feet deep into a surface or freestanding object. For the duration, the surrounding surface becomes pliable like fabric and can be pulled open as wide as 5 feet. The cut can be used by creatures to pass through the object or be used to conceal themselves inside of the object (if the interior dimensions of the object allow). When not pulled open, the cut can’t be detected by the naked eye, although anyone investigating the area can discover the cut with an Intelligence (Investigation) check against your spell save DC. Alternatively, you can make a single, continuous cut through a nonmagical object less than 5 feet wide to slice it into separate parts. If the two parts are not rejoined before the spell ends, the cut becomes permanent. Stitch. You use your needle and thread to magically sew two objects together so long as the two connected objects do not exceed a volume of 125 cubic feet. This can be used to simply mend a broken object or to seal an entrance by sewing a door to its frame. Once you finish your needlework, the threads disappear, and the objects fuse together at the seam for the duration.

Level 3 Spells

PHB

Nondetection

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Duration: 8 hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

PHB

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Level 4 Spells

PHB

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: an item distasteful to the target
Duration: Concentration, 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
  If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
  If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Level 5 Spells

PHB

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Duration: Concentration, 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
 
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
 
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
  On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
  On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
  Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

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