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Alius Anima

9 Level (0/64000 XP for level-up) Lawyer Background Aasimar Race / Species / Heritage Lawful Neutral Alignment
Rogue
Level 6
Hit Dice: 6/6
1d8+2 Class 1
Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 2

STR
12
+1
DEX
19
+4
CON
15
+2
INT
19
+4
WIS
15
+2
CHA
17
+3
56
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Sorcery Points
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+8 Dexterity
+2 Constitution
+8 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+3 Deception CHA
+12 History INT
+10 Insight WIS
+7 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+10 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+4 Religion INT
+8 Sleight of Hand DEX
+12 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, Light +8 DEX 1d8+4+4 piercing
 range 80/320
Attacks

Spell Book

Darkvision


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.
Sneak Attack

Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves' Cant

A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cuning Action

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
Uncanny Dodge (Reaction)

When an attacker that you can see hits you with an attack, you can halve the attack’s damage against you.
Mage Hand Legerdemain

When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, or use thieves’ tools to pick
locks and disarm traps at range.You can perform one of these tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the
creature’s Perception check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Font of Magic (Bonus Action)

You have 3 Sorcery Points.
You can transform unexpended sorcery points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6 > 4th, 7 > 5th) on your turn or you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Blood of the Seer

Your preternatural sense of what is to come also allows you to sense imminent danger, so you make initiative checks with advantage.
Quickening(Bonus Action-2/Short Rest)

You can take the Dodge action on your turn.

Features & Traits

Equipment




  • Book

  • Rations for 1 day

  • Bottle/Glass

  • Leather

  • Crystal

  • Crossbow, Light

  • Arrow



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

Fire Bolt


Evocation Cantrip(Rogue)
1action, 120ft, Instantaneous, V, S
Atk Roll: 1d20+8
Daño Roll: 2d10
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.

Shield


+5 AC
1st-level abjuration
1reaction, self, 1round, V, S
Reaction trigger: You are hit by an attack or targeted by the magic
missile spell 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.


Bloodlink


Necromancy Cantrip(Sorcerer)
1action, touch, Instantaneous, V, S
Hit Points Roll: 2d8
You touch two willing creatures and form a brief magical link
between them, causing one of the creatures that you select to lose
1d8 hit points. The other creature gains temporary hit points equal to
this lost health.

Auspicious Warning


1st-level divination (chaos)
1reaction, 30ft, Instantaneous, V
Hp Roll: 1d4
Just in time, you call out a fortunate warning to a creature. The target
rolls a d4 and adds the number rolled to one attack roll, ability check,
or saving throw that they have just made and uses the new result for
determining success or failure.
Spellcasting

Languages



  • Common

  • Celestial

  • Infernal

  • Primordial

  • Thieves' Cant


Armor Proficiencies



  • Light Armor


Weapong Proficiencies



  • Simple Weapons

  • Crossbow

  • Hand

  • Longsword

  • Rapier

  • Shortsword


Tool Proficiencies



  • Calligrapher's supplies

  • Thieves' tools



Languages & Proficiencies
Celestial Resistance

You have resistance to necrotic damage and radiant damage

Healing Hands (Action—1/Long Rest)

You can touch a creature and cause it to regain 9 hit points.

Light Bearer.


You know the light cantrip.

Radiant Soul

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal 9 extra radiant damage to one target when you deal damage to it with an attack or a spell

Personality Traits


™ & © 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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Volo's Guide to Monsters p105

Aasimar (Protector)

ability score increase: +1 Wisdom
age: Aasimar mature at the same rate as humans, but they can live up to 160 years.
alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size: Medium
speed: 30ft
Languages: Common, Celestial
parent race: Aasimar
race features:
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook p242

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, Sorcer, Wizard

SRD

Benediction

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, Up to 1 minute
You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends.
Available for: Cleric, Warlock, Wizard

Compendium of Forgotten Secrets - Awakening

Cheerful Song

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
"A tune, sweetly sung, is worth more than all wealth or war."   You sing a happy little tune, bolstering the spirits of up to 3 friendly creatures within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their first attack roll, saving throw, or ability check made before the start of your next turn.

SRD

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: touch
Components: VM
Materials: a firefly, or phosphorescent moss, or focus
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Player's Handbook p256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your 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: Bard, Sorcerer, Warlock, Wizard, Artificer

Deep Magic for 5th Edition

Anticipate Weakness

1-level Divination

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

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

Xanathar's Guide to Everything

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, Ranger, Sorcerer, Wizard

SRD

Auspicious Warning

1-level Divination

Casting Time: 1 reaction, which you take when an ally rolls an attack, ability check, or saving throw
Range/Area: 30 feet
Components: V
Duration: Instantaneous
Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure.
Available for: Bard, Sorcerer, Wizard

SRD

Guest of Honor

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: touch
Components: VM
Materials: a signet ring worth 25 gp
Duration: 10 minutes
You whisper words of encouragement, and a target that you touch gains confidence along with approval from strangers. For the spell's duration, the subject puts their best foot forward and strangers associate the target with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others and gains a +2 bonus to their status score (if used).
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.
Available for: Druid, Ranger, Warlock

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
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.
Available for: Sorcerer, Wizard

Player's Handbook p276

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft radius)
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.

Spell Level Dice
1 5d8
2 7d8
3 9d8
4 11d8
5 13d8
6 15d8
7 17d8
8 19d8
9 21d8
Available for: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, The Archfey

SRD

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Tireless

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: SM
Materials: an ever-wound spring worth 50 gp
Duration: 24 hours
You grant machinelike stamina to the target. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor or read at three times the normal rate. Creatures under the effect of the spell are immune to nonmagical exhaustion and suffer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Artificer

SRD

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: touch
Components: VM
Materials: a firefly, or phosphorescent moss, or focus
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

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