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Eva

1 Level (0/300 XP for level-up) Acolyte Background Human Race / Species / Heritage Chaotic Good Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
14
+2
DEX
15
+2
CON
14
+2
INT
15
+2
WIS
15
+2
CHA
17
+3
9
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+3 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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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Player's Handbook 2024

Human

ability score increase:
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages:
race features:
As a Human, you have these special traits.  

Resourceful

You gain Heroic Inspiration whenever you finish a Long Rest.  

Skillful

You gain proficiency in one skill of your choice.  

Versatile

You gain an Origin Feat of your choice. Skilled is recommended.  
Ethnicity
Humans in the world of Arceiron are a diverse group with various ethnicities. While there are no mechanical differences between the different ethnicities of Humans, you should still decide on an ethnic group your character belongs to: Dune, Ivailan, Jadanian, Norscan, Thoralian  
 

Racial Feats

When playing a Human, you can choose one of the following Feats, in place of an Origin Feat at character creation, or when you gain a Feat from the Ability Score Increase feature:  

Dune Lineage

Source: Arceiron Homebrew Origin Feat - Requirement: Human Species   You've been born and grew up within the Dune ethnic group of humans, granting you the following benefits:
  • Climate Adaption. You are naturally adapted to harsh hot climates.
  • Haggling Tradition. Whenever you buy a nonmagical item, you receive a 20 percent discount on it (does not stack with similar features).
  • Vast Sands. You come from a land with sparse natural resources and only little access to fresh water. You have advantage on your saving throws to resist Exhaustion from Dehydration and Malnutrition.
 

Ivailan Lineage

Source: Arceiron Homebrew Origin Feat - Requirement: Human Species   You've been born and grew up within the Ivailan ethnic group of humans, granting you the following benefits:
  • Coastal Adaption. You have a swimming speed equal to your walking speed.
  • Ivailan Luck. You can hold a second charge of Heroic Inspiration.
  • Seafaring Folk. You gain proficiency with Vehicles (Sea) or Navigator's Tools (your choice when you gain this Feat).
 

Jadanian Lineage

Source: Arceiron Homebrew Origin Feat - Requirement: Human Species   You've been born and grew up within the Jadanian ethnic group of humans, granting you the following benefits:
  • Fast Movement. Your base walking speed becomes 35 feet.
  • Hand Sign Tradition. You learn to use and understand Common Sign Language.
  • Saving Face. When using Heroic Inspiration to reroll one of your D20 Tests, you can add 1d4 to the roll.
 

Norscan Lineage

Source: Arceiron Homebrew Origin Feat - Requirement: Human Species   You've been born and grew up within the Norscan ethnic group of humans, granting you the following benefits:
  • Climate Adaption. You are naturally adapted to harsh cold climates.
  • Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
  • Seafaring Folk. You gain proficiency with Vehicles (Sea) or Navigator's Tools (your choice when you gain this Feat).

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Level 0 Spells

Player's Handbook p267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
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 non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Player's Handbook p237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.

At higher levels:

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Available for: Warlock

Level 1 Spells

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
Duration: 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, Druid, Paladin, Warlock, Wizard

SRD

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
Available for: Warlock

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