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Vanna Awoolio Fuzz

Wizard 2 Class & Level
Background
Fur Boi Red Panda Race
Alignment

Strength 10
+0
Dexterity 10
+0
constitution 12
+1
intelligence 16
+3
wisdom 12
+1
charisma 8
-1
Total Hit Dice 1
Hit Die
1d6+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+5 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+5 Arcana
+0 Athletics
-1 Deception
+5 History
+3 Insight
-1 Intimidation
+3 Investigation
+3 Medicine
+5 Nature
+3 Perception
-1 Performance
-1 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
10
Armor Class
13
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageTypeRange
Dagger 1d20+2 1d4 Piercing5ft
Crossbow, Light 1d20+2 1d6 Piercing80ft
Quarter Staff 1d20+2 1d6 Bludgeoning5ft
Attacks
Daggers, Darts, Slings, Quarter Staffs, Light Cross Bows
Proficiences
Spellcasting Ability: +3
Spell Save DC: 13
Spell Attack Bonus: +5
Spellcasting
Playful, Childish, Protective, Pacifist
Personality Traits
Listening to Music
Communism
Ideals
My Familiar Bunikins
Bonds
Uses Yiff in normal Conversation
Lack of self Sustainability
Can get overly Emotional
Cannot hear due to obsession with music
Flaws
Languages:
- Common
- Under Common

Dark Vision - 60 Ft
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Acid Splash

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This Spells damage increases by 1d6 when you reach 5th Level 2d6 , 11th level 3d6 and 17th level 4d6

Class(es): Sorcerer, Wizard

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

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 magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB, page 242 SRD

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

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

Class(es): Sorcerer, Wizard

Level 1 Spells

PHB, page 243 SRD

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, 1 hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

SRD

Magic Missle

1-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Class(es): Sorcerer, Wizard

SRD

Mage Armor

1-level Abjuration

Casting Time 1 action
Range Self
Duration 8 hours
Components V, S, M
Materials A piece of cured leather

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 it if the target dons armor or if you dismiss the spell as an action.

Class(es): Sorcerer, Wizard

SRD

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .

Class(es): Sorcerer, Wizard

PHB SRD

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 Hour
Range 10ft
Duration Instantaneous
Components V, S, M
Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

  Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

  When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

  As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

  You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

  Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Vanna.

Statblock Type

Character Sheet (Legacy)

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