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Petasum Cuniculus

3 Level (0/2700 XP for level-up) Background Harengon Race / Species / Heritage Chaotic Evil Alignment
Wizard
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
14
+2
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
13
+1
CHA
12
+1
24
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+3 Constitution
+6 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+1 Deception CHA
+4 History INT
+1 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shocking Grasp +6 1 action Touch Instantaneous 1d8 VS
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Infestation +6 1 action 30 ft Instantaneous 1d6 VSM
 Notes:The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Sapping Sting +6 1 action 30 ft Instantaneous 1d4 VS
 Notes:The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Puppet +6 1 action 120 ft Instantaneous V
 Notes:Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Magnify Gravity +6 1 action 60 ft 1 round 2d8 VS
 Notes:The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
Hideous Laughter +6 1 action 30 ft Concentration, up to 1 minute VSM
 Notes:A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Catapult +6 1 action 60 ft Instantaneous 3d8 S
 Notes:Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Flock of Familiars +6 1 minute Touch Concentration, up to 1 hour VS
 Notes:You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
Enlarge/Reduce +6 1 action 30 ft Concentration, up to 1 minute VSM
 Notes:You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage. Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Spray of Cards +6 1 action 15 ft cone Instantaneous 2d10 VSM
 Notes:You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards: Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn. Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
Leporine Senses. You have proficiency in the Perception skill.
Lucky Footwork.. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wizardly Quill
At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.

Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
At 2nd level, while you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.


Ritual Caster (Bard)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Features & Traits
Dagger, Hunting Trap (5), Sack, Rope (Hemp (50 ft)), Torch (5), Caltrops (bag of 20), Ball Bearings (bag of 1,000), Shovel, Scholar's Pack.
Awakened Spellbook.
Wand of Scowls (This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles).
Wand of Smiles (This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Abyssal, Daggers, darts, slings, quarterstaffs, light crossbows

Languages & Proficiencies
Makes jokes while casting spells. Only eats magical creatures (preferably intelligent). Uninterested in money.

Personality Traits
Will never fight a fair fight.

Flaws
When you declare you're doing it as a ritual, you instead spend no spell slot, and add 10 minutes to the casting time.
1 action = 6 seconds
Rituals Known:
Unseen Servant (Casting Time: 1 action)
Find Familiar (Casting Time: 1 hour (10gp))
Wristpocket (Casting Time: 1 action)
Magic Mouth (Casting Time: 1 minute (10gp))
Skywrite (Casting Time: 1 action)


Bard Rituals:
Illusary Script (Casting Time: 1 minute (10gp))
Speak With Animals (Casting Time: 1 action)

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.

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

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Statblocks for your familiars, mounts etc.

Homebrew

Rabbit

Tiny , unaligned
Armor Class: 11
Hit Points: 1 ( 1d4-1 )
Speed: 35 ft , burrow: 5 ft

STR

1 -5

DEX

13 +1

CON

9 -1

INT

2 -4

WIS

10 +0

CHA

3 -4

Skills: Perception+2, Stealth+3
Senses: passive Perception 12
Proficiency Bonus: +2

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rabbits are small furry creatures often hunted as food or as fur for clothing, as it is prized for its softness. They live in burrows called warrens, and during the day they graze on grasses and other small ground plants. They are preyed on by many carnivores, such as foxes and dogs.
SRD

Sprite

Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 ( 1d4 )
Speed 10ft Fly: 40ft

STR
3 -4
DEX
18 +4
CON
10 0
INT
14 +2
WIS
13 +1
CHA
11 0

Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)


Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


 

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Created by

TheGazingEye.

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