Elanen Nightspirit | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Elanen Nightspirit

3 Level (0/2700 XP for level-up) Sage Background Astral Elf Race / Species / Heritage Alignment
Warlock (Undead)
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
5
-3
DEX
15
+2
CON
16
+3
INT
12
+1
WIS
15
+2
CHA
19
+4
27
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-3 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
-3 Athletics STR
+6 Deception CHA
+3 History INT
+2 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +4 DEX 1d8+2 Piercing
 Ammunition, (range 80/320), loading two-handed
Dagger +4 DEX 1d4+2 Piercing
 Finesse, light, thrown (range 20/60)
Attacks
Agonizing Blast, Eldritch Mind

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Abyssal, Giant

Languages & Proficiencies


™ & © 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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies Arcana, History
Languages Two of your choice
Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Features

Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Traits

Dice 1d8 Result
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world’s greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4There’s nothing I like more than a good mystery.
5I’m willing to listen to every side of an argument before I make my own judgment.
6I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.
7I am horribly, horribly awkward in social situations.
8I’m convinced that people are always trying to steal my secrets.

Ideal

Dice 1d6 Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Evil)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

Bond

Dice 1d6 Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life’s work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw

Dice 1d6 Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can’t keep a secret to save my life, or anyone else’s.


Dice 1d8 Specialty
1Alchemist
2Astronomer
3Discredited academic
4Librarian
5Professor
6Researcher
7Wizard’s apprentice
8Scribe

Statblocks for your familiars, mounts etc.

SRD

Pseudodragon

Tiny dragon, neutral good
Armor Class 13
Hit Points 7 ( 2d4+2 )
Speed 15ft Fly: 60ft

STR
6 -2
DEX
15 +2
CON
13 +1
INT
10 0
WIS
12 +1
CHA
10 0

Skills Perception +3 , Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Challenge 1/4


Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ( 1d4+2 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


 

Statblocks for race/species of the character.

Unearthed Arcana: Travelers of the Multiverse

Astral Elf

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes.   Because nothing ages in the Astral Plane, astral elves from that plane are thousands of years old, and their longevity gives them an unusual perspective on time. Some are prone to melancholy, while others display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, they tend to see things through the lens of time as having little or no meaning to them.
ability score increase: Increase one ability score by 2, and increase a different one by 1
age: Astral elves who don’t dwell on the Astral Plane can live to be over 750 years old.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
race features:
Astral Fire: You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).   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. You discern colors in that darkness only as shades of gray.   Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Keen Senses: You have proficiency in the Perception skill.   Radiant Soul: When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier(choose when you select this race). You can’t use this trait again until you finish a long rest.   Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trance like meditation, during which you remain conscious.   Trance Proficiencies: Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the “Equipment” chapter of the Player’s Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

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GunnTheReaper.

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