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Asteer

3 Level (0/2700 XP for level-up) Fisher Background Firbolg, custom lineage (CON+2) Race / Species / Heritage NG Alignment
Cleric (Arcana)
Level 1
Hit Dice: 1/1
1d8+3 Class 1
Ranger
Level 2
Hit Dice: 2/2
1d10+3 Class 2

STR
10
+0
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
13
+1
CHA
12
+1
29
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
-1 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +5 DEX 1d6+3 slashing
 Finesse, Light
Net +5 DEX 0+3
 Special, Ranged, Thrown
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +3 1 action Touch Concentration, 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Light +3 1 action Touch 1 hour
 Notes:You touch one object that is no larger than 10ft in any dimension. Until the spell ends, the object sheds bright light in a 20ft radius and dim light for an additional 20ft. 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.
Mending +3 1 minute Touch Instantaneous VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell cannot restore magic to such an object.
Booming Blade +3 1 action 5 ft 1 round 1d8 VM
 Notes:As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Ray of Frost +3 1 action 60 ft Instantaneous 1d8 VS
 Notes:A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 ft until the start of your next turn.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Detect Magic +3 1 action self (30ft radius) Concentration, up to 10 minutes VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Magic Missile +3 1 action 120 ft Instantaneous 1d4+1 VS
 Notes: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 level above 1st.
Bless +3 1 action 30 ft Concentration up to 1 minute VSM
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Cure Wounds +3 1 action Touch Instantaneous 1d8+1 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
Fog Cloud +3 1 action 120ft Concentration up to 1 hour VS
 Notes: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) disperses 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.
Goodberry +3 1 action Touch Instantaneous VSM
 Notes:Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Size: Medium
Darkvision

Feat:
*** Slasher (from custom lineage)
You've learned where to cut to have the greatest results, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

*** Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

*** Canny
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.

*** Fighting Style: Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Features & Traits
Fishing tackle
3 nets
oiled leather wading boots
a set of traveler's clothes
belt pouch
scale mail
scimitar
7 days of rations

Chest of Preservation

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 113, Platinum: 0 Money
Language:
Common, Elvish, Giant, Merfolk, Dwarvish
Proficiencies:
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none

Languages & Proficiencies
Asteer is an older man who is very carefree about many things, and can remain calm even in desperate situations. He is very passionate about all types of fishing, but in particular cast netting.

Personality Traits
Although Asteer left the family years ago, he goes back occasionally to deliver fresh seafood and meet with old friends and family.

Bonds
Asteer is often careless and clumsy in doing many things. He also gets fixated on random details very easily.

Flaws


™ & © 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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Level 0 Spells

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Artificer, Sorcerer, Swordmage, Warlock, Wizard

Player's Handbook (Woc)

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 ft until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Wizard, Sorcerer

Player's Handbook 5E (WoC)

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: A firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10ft in any dimension. Until the spell ends, the object sheds bright light in a 20ft radius and dim light for an additional 20ft. 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: Bard, Cleric, Sorcerer, Wizard

Player's Handbook 5E (WoC)

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. They can roll the dice before or after making the ability check. The spell then ends. 
Available for: Cleric, Druid

Player's Handbook 5E (WoC)

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell cannot restore magic to such an object.
Available for: Bard, Druid, Sorcerer, Wizard

Level 1 Spells

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Drow High Magic (Feat)

Player's Handbook (Woc)

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
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 level above 1st.
Available for: Wizard, Sorcerer

Player's Handbook 5E (WoC)

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A sprinkling of holy water
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 
Available for: Cleric, Paladin

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

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