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Lur Karpador

3 Level (0/2700 XP for level-up) Faction Agent Background Human Race / Species / Heritage Neutral Good Alignment
Investigator
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
10
+0
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
8
-1
CHA
13
+1
21
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
_ / 3
Rushed Incantation
_ / 1
Glass Dust (Trinket)
_ / 1
Horn Rimmed Glasses (Trinket)
_ / 1
Martini Glass (Trinket)
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+1 Constitution
+5 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+5 Deception CHA
+7 History INT
-1 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
skills
-1 Medicine WIS
+3 Nature INT
-1 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dolch +5 DEX 1d4+3 piercing
 Balanciert, Kaschieren, Leicht, Wurffähig
Rapier +5 DEX 1d8+3 piercing
 Balanciert, Parieren
Schwere Armbrust +5 DEX 1d10+3 piercing
 Muniton(Distanz100/400), Schwer, Nachladen, Zweihänder
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep
 Notes:Fey Touched (once per long rest)

Sleep

1-level Enchantment

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

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: 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.

Class(es): Bard, Sorcerer, Wizard
Comprehend Languages +5 Ritual
 Notes:

PHB, page 224

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials (a pinch of soot and salt)

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.

Class(es): Wizard
Illusory Script Ritual
 Notes:

PHB, page 252

Illusory Script

1-level Illusion (ritual)

Casting Time 1 minute
Range Touch
Duration 10 days
Components S, M
Materials A lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

  To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

  Should the spell be dispelled, the original script and the illusion both disappear.

  A creature with truesight can read the hidden message.

Class(es): Bard, Warlock, Wizard
Unseen Servant Ritual
 Notes:

PHB

Unseen Servant

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components V, S, M
Materials a piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Class(es): Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
Identify Ritual
 Notes:

PHB

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

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.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)
Conjure Cover Ritual
 Notes:

Valda's Spire of Secrets

CONJURE COVER

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 bonus action
Range/Area: 10ft
Components: V, S, M
Materials: (a duck figurine)
Duration: Concentration, up to 1 hour
You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has full cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
Available for: Investigator
Blood Print
 Notes:

Valda's Spire of Secrets

BLOOD PRINT

1-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: (an ounce or more of blood)
Duration: Instantaneous
At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step
 Notes:Fey Touched (once per long rest)

PHB

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)
Protect Threshold Ritual
 Notes:

Valda's Spire of Secrets

PROTECT THRESHOLD

2-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: (an ounce of salt for each foot of the warded portal’s perimeter)
Duration: 10 minutes
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Investigator
Zone of Truth Ritual
 Notes:

PHB

Zone of Truth

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 10 Minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)
Curse Ward
 Notes:

Valda's Spire of Secrets

CURSE WARD

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour
You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.
Available for: Investigator


Expertise


At 1st level, choose two of your skill proficiencies;
your proficiency bonus is doubled for any ability
check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose another two skill
proficiencies to gain this benefit.


Myths and Legends


At 2nd level, you are extremely adept at uncovering
knowledge that pertains to eldritch threats
and forgotten legends. You have advantage on
Intelligence checks related to researching
creatures, spells, and other ancient or secret
lore.


Rushed Incantation


Beginning at 2nd level, you can hastily perform any
ritual spell in your grimoire that has a casting time
of 1 action, completing the ritual as a bonus action.
If the spell requires material components worth
100 gp or less, can cast it without providing those
components. You can use this feature a number
of times equal to your Intelligence modifier (a
minimum of once), and you regain all expended uses
when you finish a long rest.

As you gain higher levels in this class, you can
use this feature additional times. You can use it once
more at 5th level (Intelligence modifier + 1), 9th level
(Intelligence modifier + 2), 13th level (Intelligence
modifier + 3), and 17th level (Intelligence modifier +
4).





Occult Specialization


At 3rd level, you choose a specialization, an area
of expertise in handling eldritch threats. Your
specialization choices are detailed at the end of the
class description. Your specialization choice grants
you features at 3rd level and again at 6th, 10th, and
14th level.


Spy


Infiltration, disguise, and lying through their teeth:
these are the principal skills of a spy. A talented
spy rarely ever needs to draw a dagger to silence
someone, for their honeyed words and agreeable
disposition are all that is needed to draw out
someone’s secrets. Of course, when they do strike,
it is decisively and without warning. Such skills are
invaluable for governments and organizations of
all varieties, for stealing confidential information,
sabotage, monitoring persons of interest, and
everything in between.

BRAVADO

Starting when you choose this specialization at 3rd
level, your knowing smile and infectious confidence
inspires trust in most people you meet, even when
you’re not telling the truth. You gain proficiency
in the Deception skill, your proficiency bonus is
doubled for any ability check you make that uses this
skill.





TRINKETS


Investigators also collect a number of supernatural
trinkets. Once you use one of your trinkets, you can’t
use this feature again until you finish a short or long
rest.

As you gain higher levels in this class, you can
use your trinkets additional times between rests: You
can use them once more at 5th level (2 uses), 11th
level (3 uses), and 17th level (4 uses).




TRINKETS
By 3rd level, you have a collection of trinkets that aid
your espionage. You can use the following trinkets:
Glass Dust. As a bonus action, you can throw
this dust in the air, becoming invisible until the start
of your next turn. This effect ends early if you take
any damage.
Horn-Rimmed Glasses. As a bonus action,
you can cast the disguise self spell once without using
a spell slot or spell components.
Martini Glass. As a bonus action, you can cast
the charm person spell once without using a spell slot
or spell components.


Feats


Fey touched


Your exposure to the Feywild’s magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Features & Traits

DnD 5e PHB

Leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 11 + Dex modifier No

Cost: 10gp
Weight: 10 lb


Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

Uriel/Ramiel, Homebrew

Grimoire

Wondrous Item Rare

The magic infused into this living book allows a person trained or experienced in arcane magic (arcana) to cast spells from it.   If you find a spell sheet or scroll, you may spend the money and materials required to write that spell into a spellbook to add it to the Grimoire. Each grimoire has a particular capacity, and if that capacity is met, older spells must be removed in order to add new ones. Which spell is removed is based on a random roll by the DM. A grimoire may have specific limitations by spell limit and class.   This item is a boon item which requires the user to be bound to it to be used (you must bind yourself to the item to use it; you must destroy this item or ritually unbind yourself from it before you can become bound to another item). Certain effects may be incurred when attempting to bind to particular grimoires, especially tomes (the sentient variety).

Weight: 3


 

DnD 5e SRD

Component Pouch

Adventuring Gear Common

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Cost: 25gp Weight: 2lb


 

Equipment Copper: 12, Silver: 6, Electrum: 2, Gold: 38, Platinum: 0 Money

Ritualist


You maintain a grimoire brimming with magical
rituals: your most potent tools to defeat supernatural
threats.

GRIMOIRE


At 1st level, you have a grimoire containing four
1st-level spells of your choice that have the ritual
tag from any class’s spell list (the spells needn’t be
from the same list). You can’t cast spells that are in
your grimoire except as rituals, unless you’ve learned
them by some other means.

Whenever you gain a level in this class, you can
add an additional ritual spell from the Investigator
Spells list (see Chapter 6) to your grimoire at no cost.
The Ritual Level column on the Investigator table
shows the maximum spell level you can add to your
grimoire.

Additionally, whenever you find a ritual spell on
your adventures, you can add it to your grimoire if it
is on the Investigator Spells list and is of a level you
can add to your grimoire. For each level of the spell,
the transcription process takes 2 hours and costs 50
gp for the rare inks needed to inscribe it.


BONUS RITUALS


As an investigator, you can treat specific spells as if
they had the ritual tag, allowing you to add them to
your grimoire and cast them as rituals. These spells
are marked in the Investigator Spells list.


SPELLCASTING ABILITY


Intelligence is your spellcasting ability for your
ritual spells, since you master your spells through
deduction and cunning. You use your Intelligence
whenever a spell refers to your spellcasting ability.
In addition, when you cast an investigator ritual or a
spell offered to you by a feature in this class, you use
your Intelligence modifier when setting the saving
throw DC and making an attack roll.


Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier = 13

Spell attack modifier = your proficiency
bonus + your Intelligence modifier = + 6
Spellcasting
Armor: Light armor

Weapons: Simple weapons, hand crossbows, heavy
crossbows, longswords, rapiers, shortswords


Tools: One gaming set of your choice; Dragonchess

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Arcana, Athletics,
Deception, History, Insight, Intimidation,
Investigation, Medicine, Nature, Perception,
Persuasion, Religion, Sleight of Hand, and Stealth


Languages: Common, Infernal, Sylvan, Gnomish

Languages & Proficiencies
Kampf
★☆☆
Roleplay
★★☆
Utility
★★☆

Notes


™ & © 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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