Remove these ads. Join the Worldbuilders Guild

Riva Delluma

5 Level (0/14000 XP for level-up) Guild Artisan Background Gnome Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d11+0 Class 1
Wizard
Level 1
Hit Dice: 1/1
1d6+0 Class 2

STR
13
+1
DEX
15
+2
CON
11
+0
INT
16
+3
WIS
17
+3
CHA
8
-1
31
Hit Points
+7
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30/60/-
Speed (walk/run/fly)
3 / 3
Rage
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
-1 Deception CHA
+3 History INT
+6 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
-1 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Javelin +5 STR 1d6+1 piercing
 range 30/120
Scimitar +3 STR 1d6+1 slashing
 light
Light Crossbow +5 STR 1d8+1 piercing
 loading, range 80/320
Hand Axe +6 STR 1d6+1 slashing
 magical, light, thrown 20/60
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Control Elements +6 1 bonus action 30 ft 1 hour 1d4 VS
 Notes:Conjuration
Detect Secrets +6 1 action self 10 mins V
 Notes:Divination
Mage Hand +6 1 action 30 ft 1 minute VS
 Notes:Conjuration

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Alarm +6 Ritual 30 8 hours VSM
 Notes:Abjuration
Comprehend Languages +6 Ritual self 1 hour VSM
 Notes:Divination
Barbarian: Unarmoured defence, Rage
Barbarian options: danger sense, reckless attack,2nd wind

Wizard:Arcane recovery.
Gnome: KNowledge of the ages, giant killer, nimble escape, lucky, gnome nimbleness,
Feats: Alert,
Backgrond: Guild membership,

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 7, Platinum: 0 Money

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.


Spellcasting
Languages

Gnomish, Common, Elvish



Armour Proficiencies

Light Armour, Medium Armour



Weapon Proficiencies

Club, Greatclub, Handaxe, Light Hammer, Mace, Spear, Unarmed strike, Dart, Sling, Battleaxe, Greataxe, Whip, Blowgun, Quarterstaff



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

The statblocks of your class features

Barbarians

hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Club, greatclub, handaxe, light hammer, mace, spear, unarmed strike, dart, sling, battleaxe, greataxe, whips, blowguns
tools: None
saving throws: Strength, Constitution
skills: Intimidation, Survival
starting equipment:
spellcasting:

None.

class features:

Level 1

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armour:

 
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that starts at 2 increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing and slashing damage.
 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmoured Defence

While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 9

Brutal Critical

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

subclass options:

Level 2

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your barbarian level.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Reckless Attack

You can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

Danger Sense

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have an advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened or incapacitated.

 

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Level 3

You gain 1 class point.

 

Optional Abilities

Frenzy

You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

 

Spirit Seeker

You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

 

Born to the Saddle

Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

 

Fueled by Fury

If you inflict a killing blow on an enemy whilst raging, your lust for the battle fuels you on. Afteryou have taken your action and any bonus actions available to you, you may take one additional action to attack any enemy within 5ft of either you or the slain enemy. On a hit, you cause additional damage equal to your barbarian level + your Strength modifier.

 

Adrenaline

When you enter combat, your body instantly responds to your battle urges, releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your barbarian level.

 

Level 5

You gain 2 class points.

 

Optional Abilities

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Level 6

You gain 1 class point.  

Optional Abilities

Mindless Rage

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

 

Aspect of the Beast

You gain a magical benefit based on the totem animal of your choice. If you also have the Totem Spirit ability, you do not have to use the same animal.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Wolf You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Feral Instinct

Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

Mighty Influence

Your strength speaks for itself. You can add your Strength modifier to your Charisma (Intimidation) checks.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Unbreakable Hold

Your immense strength grants you an unbreakable hold. You gain the following features:

  • The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.
  • While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
  • You gain advantage on Strength checks when attempting to grapple a creature.
 

Level 10

You gain 1 class point.

 

Optional Abilities

Intimidating Presence

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Relentless Rage

Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

 

Rampage

Once per turn, when you take the Attack action while raging and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Persistant Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Avatar of Battle

You gain resistance to bludgeoning, piercing, and slashing damage, even when not raging.

 

Indomitable Might

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Survivor

You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

 

Stunning Critical

When you deal critical damage, the target is stunned.

 

Last Resort

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Primal Champion

Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

Barbarian Table

LevelClass PointsAbilitiesOptional AbilitiesRagesRage Damage
10Rage, Unarmoured Defence---2+2
22---Second Wind, Reckless Attack, Danger Sense, Action Surge2+2
33---Frenzy, Spirit Seeker, Born to the Saddle, Fueled by Fury, Adrenaline3+2
43Ability Score Improvement---3+2
55---Extra Attack3+2
66---Mindless Rage, Aspect of the Beast4+2
77---Feral Instinct, Mighty Influence4+2
87Ability Score Improvement---4+2
98Brutal CriticalUnbreakable Hold4+3
109---Intimidating Presence4+3
1110---Relentless Rage4+3
1210Ability Score Improvement---5+3
1310Brutal Critical Improvement---5+3
1411---Retaliation, Rampage5+3
1512---Persistant Rage5+3
1612Ability Score Improvement---5+4
1712Brutal Critical Improvement---6+4
1813---Avatar of Battle, Indomitable Might, Survivor, Stunning Critical, Last Resort6+4
1913Ability Score Improvement---6+4
2014---Primal ChampionUnlimited+4

Wizards

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
armor proficiencies: None
weapon proficiencies: Quarterstaff
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine and Religion
starting equipment:
spellcasting:

You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

You have a spellbook containing six 1st level wizard spells of your choice. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd level wizard, you have four 1st level and two 2nd level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st level spell magic missile, you can cast it using a 1st level or a 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

 

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

 

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier:

your proficiency bonus + your Intelligence modifier


class features:

Level 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.

 

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 18

Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

 

Level 20

Signature Spells

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.


subclass options:

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

  School of Abjuration

School of Abjuration

Level 2

Abjuration Savant

The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

 
Arcane Ward

You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

 

Level 6

Projected Ward

When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

 

Level 10

Improved Abjuration

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

 

Level 14

Spell Resistance

You have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

  School of Conjuration

School of Conjuration

Level 2

Conjuration Savant

The gold and time you must spend to copy a conjuration spell into your spellbook is halved.

 
Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

 

Level 6

Benign Transposition

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

 

Level 10

Focused Conjuration

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

 

Level 14

Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

  School of Divination

School of Divination

Level 2

Divination Savant

The gold and time you must spend to copy a divination spell into your spellbook is halved.

 
Portent

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

Level 6

Expert Divination

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

 

Level 10

The Third Eye

You can use your action to increase your powers of perception. When you do so choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

 

Level 14

Greater Portent

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

  School of Enchantment

School of Enchantment

Level 2

Enchantment Savant

The gold and time you must spend to copy a enchantment spell into your spellbook is halved.

 
Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

 

Level 6

Instinctive Charm

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

 

Level 10

Split Enchantment

When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

 

Level 14

Alter Memories

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

  School of Evocation

School of Evocation

Level 2

Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.

 
Sculpt Spells

You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

 

Level 6

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

 

Level 10

Empowered Evocation

You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

 

Level 14

Overchannel

You can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

  School of Illusion

School of Illusion

Level 2

Illusion Savant

The gold and time you must spend to copy an illusion spell into your spellbook is halved.

 
Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

 

Level 6

Malleable Illusions

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

 

Level 10

Illusory Self

You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Level 14

Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

  School of Necromancy

School of Necromancy

Level 2

Necromancy Savant

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

 
Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

 

Level 6

Undead Thralls

You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

 
  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Level 10

Injured to Undeath

You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become injured to some of their worst effects.

 

Level 14

Command Undead

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

  School of Transmutation

School of Transmutation

Level 2

Transmutation Savant

The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

 
Minor Alchemy

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

 

Level 6

Transmuter's Stone

You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

 
  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
 

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

 

Level 10

Shapechanger

You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

 

Level 14

Master Transmuter

You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one non-magical object - no larger than a 5-foot cube - into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.


LevelAbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
1Spellcasting, Arcane Recovery32------------------------
2Arcane Tradition33------------------------
3---342---------------------
4Ability Score Improvement443---------------------
5---4432------------------
6Arcane Tradition Improvement4433------------------
7---44331---------------
8Ability Score Improvement44332---------------
9---443331------------
10Arcane Tradition Improvement543332------------
11---5433321---------
12Ability Score Improvement5433321---------
13---54333211------
14Arcane Tradition Improvement54333211------
15---543332111---
16Ability Score Improvement543332111---
17---5433321111
18Spell Mastery5433331111
19Ability Score Improvement5433332111
20Signature Spell5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnomes

ability score increase: Your Intelligence score increases by 2 and your Dexterity score increases by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common, Gnomish, plus a language of your choice
race features:

Knowledge of the Ages

Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

 

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

 

Nimble Escape

The gnome can take the Disengage or Hide action as a bonus action on each of its turns.

 

Lucky

When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.

 

Gnome Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Control Elements

0-level (Cantrip) Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S
Duration: 1 hour

You can mould fire, wind, water, life, and earth. This spell can control all nature and can be used offensively or in other more creative ways. You may mould naturally occurring aspects of the element of your choosing, allowing you to reshape or move no more than 1 square foot of plant, stone, soil, and ice, water, fire, air, or allowing you to deal 1d4 damage of your chosen element type (lightning, fire, cold, necrotic, acid).

At higher levels:

This damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Detect Secrets

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 10 minutes

You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues.

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: Wizards

Level 1 Spells

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 action

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.

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: ranged spell attack

You hurl a 4 inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

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.

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


Created by

carasith.

Statblock Type

Character Sheet (latest)

Link/Embed