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Khruzat

10 Level (0/85000 XP for level-up) Soldier Background Dragonborn Race / Species / Heritage Neutral Evil Alignment
Wizard
Level 10
Hit Dice: 10/10
1d6+3 Class 1

STR
14
+2
DEX
16
+3
CON
16
+3
INT
18
+4
WIS
9
-1
CHA
10
+0
71
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4
Bladesong
3 / 3
Ring of Shielding
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+3 Dexterity
+3 Constitution
+8 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+6 Athletics STR
+0 Deception CHA
+4 History INT
-1 Insight WIS
+4 Intimidation CHA
+8 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
-1 Perception WIS
+4 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+3 piercing
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green-Flame Blade +8 1A Self (5ft radius) Instantaneous 1d8 fire+4 SM
 Notes:Melee ATK. Hit deals an extra 1d8 DMG, jumped fire deals 1d8 DMG + spellcasting mod
Frostbite +8 1A 60ft Instantaneous 2d6 cold VS
 Notes:CON save, fail = DisAdv for target on its next weapon ATK roll
Lightning Lure +8 1A Self (15ft radius) Instantaneous 2d8 lightning V
 Notes:STR save, fail = pulled 10ft towards you. DMG applies when the target is within 5ft
Toll the Dead +8 1A 60ft Instantaneous 2d8 / 2d12 necrotic VS
 Notes:WIS save. Extra DMG applies when target is already damaged
Booming Blade +8 1A Self (5ft radius) Instantaneous 1d8 thunder + 2d8 thunder
 Notes:Melee ATK. On hit deals an extra 1d8 thunder DMG, 2d8 thunder DMG when the creature willingly moves.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +8 1A 90ft Instantaneous 3d8 acid/cold/fire/lightning/poison/thunder VSM
 Notes:Ranged spell ATK
Identify +8 1m Touch Instantaneous VSM
Feather Fall +8 1Rea 60ft 1m/10r VM
 Notes:5 creatures

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +8 1A 90ft Instantaneous 3d8 acid/cold/fire/lightning/poison/thunder + VSM
 Notes:Ranged spell ATK
Invisibility +8 1A Touch Concentration, 1hr/600r VSM
Mind Spike +8 1A 60ft Concentration, 1hr/600r 3d8 psychic S
 Notes:WIS save, fail = full DMG + always knows target's location, success = halved DMG
Magic Weapon +8 1BA Touch Concentration, 1hr/600r VS

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +8 1A 90ft Instantaneous 3d8 acid/cold/fire/lightning/poison/thunder + VSM
 Notes:Ranged spell ATK
Thunder Step +8 1A 90ft Instantaneous 3d10 thunder V
 Notes:Teleport to a seen unoccupied space within range. CON save for creatures within 10ft of the space you left, fail = full DMG, success = halved DMG
Counterspell +8 1Rea 60ft Instantaneous S
Fireball +8 1A 150ft Instantaneous 8d6 fire VSM
 Notes:20ft radius sphere. DEX save, fail = full DMG, success = halved DMG
Vampiric Touch +8 1A Self Concentration, 1m/10r 3d6 necrotic VS
 Notes:Melee spell ATK. On a hit, regain HP = to DMG dealt halved. For the duration of the spell, can use an Action to attack again

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +8 1A 90ft Instantaneous 3d8 acid/cold/fire/lightning/poison/thunder + VSM
 Notes:Ranged spell ATK
Fireball +8 1A 150ft Instantaneous 8d6 fire + VSM
 Notes:20ft radius sphere. DEX save, fail = full DMG, success = halved DMG
Vampiric Touch +8 1A Self Concentration, 1m/10r 3d6 necrotic + VS
 Notes:Melee spell ATK. On a hit, regain HP = to DMG dealt halved. For the duration of the spell, can use an Action to attack again
Sickening Radiance +8 1A 120ft Concentration, 10m/100r 4d10 radiant VS
 Notes:30ft radius sphere centered on a chosen point. Affects creatures that enter the field for the first time its turn or starts its turn there. CON save, fail = 4d10 radiant + 1 level of Exhaustion
Dimension Door +8 1A 500ft Instantaneous V
Locate Creature +8 1A Self Concentration, 1h/600r

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +8 1A 90ft Instantaneous 3d8 acid/cold/fire/lightning/poison/thunder + VSM
 Notes:Ranged spell ATK
Fireball +8 1A 150ft Instantaneous 8d6 fire + VSM
 Notes:20ft radius sphere. DEX save, fail = full DMG, success = halved DMG
Vampiric Touch +8 1A Self Concentration, 1m/10r 3d6 necrotic + VS
 Notes:Melee spell ATK. On a hit, regain HP = to DMG dealt halved. For the duration of the spell, can use an Action to attack again
+8 1A 60ft Concentration, 1h/600r
Bladesong
  • BA
  • Uses = Prof. Bonus, resets on LRest
  • Ends when Incapacitated, wearing Med/Heavy armor, using a Shield, making an ATK w/ two hands
  • Free dismiss
  • BENEFITS
  • +4 to AC (INT mod)
  • +10ft of walking speed
  • Adv on Acrobatics checks
  • +4 to Concentration checks (INT mod)

  • Extra Attack
  • May attack twice when taking the Attack Action
  • May cast a cantrip to replace one of said attacks

  • Draconic Ancestry, Bronze
  • Action
  • DEX save DC = 15 [8 + CON mod + Prof. Bonus]
  • 3d6 Lightning on fail, halved on success
  • Resistance to Lightning Damage

  • War Caster
  • Adv on Concentration for spells
  • Can perform somatic components even when wielding weapons/shields
  • May use a spell as a Reaction when OA is provoked by a creature
  • Spell must have a CT of 1A and can only target said creature

  • Song of Defense
  • REA
  • Expend one spell slot to reduce the damage taken
  • Reduction = 5 x the spell's level

  • Features & Traits
    Armor
  • Studded Leather Armor

  • Weapons
  • Rapier

  • Miscellaneous
  • Explorer's pack
  • A spellbook
  • A Qyxpahrgh medallion
  • An assortment of macabre 'trophies'
  • Playing cards

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
    Cantrips Known: 5
    Green-Flame Blade
    Frostbite
    Lightning Lure
    Toll the Dead
    Booming Blade

    Spellbook: 6 + 18 (Wizard LVL > 1st x 2) + 2 (Copied) = 26
    Spells Prepared: 4 (INT mod) + 10 (Wizard LVL) = 14
    Spellcasting
    Languages
  • Common
  • Draconic

  • Proficiencies
    Armor: Light armor
    Weapons: Rapiers
    Tools: Playing cards, vehicles (land)

    Languages & Proficiencies
    I'd rather something get done quickly than right.
    My temper is fiery and quick to rise.

    Personality Traits
    Power is strength. Strength is safety. (Evil)
    I am loyal to myself and to the people who've proved themselves worthy of my trust. (Neutral)

    Ideals
    I will destroy the people who've hurt me, no matter the cost.

    Bonds
    I'm abrasive and quick to brush others off. Friendship is foreign to me.
    Emotions are something I've yet to fully understand, including my own.
    I have a personal vendetta against all dragonborn.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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    Level 0 Spells

    Sword Coast Adventurer's Guide, pg. 142

    Green-Flame Blade

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Self
    Duration Instantaneous
    Components Somatic, Material
    Materials a melee weapon worth at least 1 sp

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

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

    Character LevelFire Damage from MeleeFire Damage to Secondary
    1st-Your spellcasting modifier
    5th 1d8 1d8 + your spellcasting modifier
    11th 2d8 2d8 + your spellcasting modifier
    17th 3d8 3d8 + your spellcasting modifier

    Elemental Evil Player's Companion, pg. 156

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 60 ft.
    Duration Instantaneous
    Components Verbal, Somatic

    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard

    Character LevelCold Damage
    1st 1d6
    5th 2d6
    11th 3d6
    17th 4d6

    Sword Coast Adventurer's Guide, pg. 143

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Self
    Duration Instantaneous
    Components Verbal

    You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

    Character LevelLightning Damage
    1st 1d8
    5th 2d8
    11th 3d8
    17th 4d8

    Xanathar's Guide to Everything, pg. 169

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 60 ft.
    Duration Instantaneous
    Components Verbal, Somatic

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

    Class(es): Cleric, Warlock, Wizard

    Character LevelNecrotic Damage BaseNecrotic Damage to Injured
    1st 1d8 1d12
    5th 2d8 1d12
    11th 3d8 1d12
    17th 4d8 1d12

    PHB

    Booming Blade

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range 5ft
    Duration 1 Round
    Components V, M
    Materials A weapon

    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.
    At higher levels: 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.

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    PHB

    Chromatic Orb

    1-level Evocation

    Casting Time 1 Action
    Range 90ft
    Duration Instantaneous
    Components V, S, M
    Materials a diamond worth at least 50gp

    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.

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Identify

    1-level Divination

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials a pearl worth at least 100 gp and an owl feathe

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
    Range 60ft
    Duration 1 Minute
    Components V, M
    Materials a small feather or a piece of down

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

    PHB

    Ray of Sickness

    1-level Necromancy

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

    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
    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.

    Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

    Level 2 Spells

    Xanathar's Guide to Everything , pg. 162

    Mind Spike

    2-level Divination

    Casting Time 1 action
    Range 60 ft
    Duration 1 hour
    Components S

    Damage Type: Psychic

    Saving Throws: Wisdom   Description: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

    At higher levels:
    When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd

    Class(es): Sorcerer, Warlock, Wizard

    Magic Weapon

    2-level Transmutation

    Casting Time 1 Bonus Action
    Range Touch
    Duration up to 1 Hour
    Components V, S

    You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

    Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Invisibility

    2-level Illusion

    Casting Time 1 Action
    Range Touch
    Duration up to 1 Hour
    Components V, S, M
    Materials an eyelash encased in gum arabic

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    Level 3 Spells

    XGE

    Thunder Step

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V
    Duration: Instantaneous
    Damage/Effect: 3d10 thunder
    You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
    Available for: Sorcerer, Warlock, Wizard

    Player's Handbook

    Fireball

    3-level Evocation

    Casting Time 1 action
    Range 150 feet
    Duration Instantaneous
    Components V,S,M (ball of bat guano and sulfur)

    A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Player's Handbook

    Vampiric Touch

    3-level Necromancy

    Casting Time 1 action
    Range Self
    Duration Concentration, up to 1 minute
    Components V, S

    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Warlock, wizard

    Level 4 Spells

    PHB

    Fire Shield

    4-level Evocation

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S, M
    Materials a bit of phosphorus or a firefly

    Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

    Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

    Ice Storm

    4-level Abjuration

    Casting Time 1 Action
    Range 300ft
    Duration Instantaneous
    Components V, S, M

    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

    Level 5 Spells

    XGE

    Steel Wind Strike

    5-level Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: Instantaneous
    Attack/Save: Melee Spell Attack
    Damage/Effect: 6d10 Force
    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.   You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
    Available for: Ranger, Wizard

    Basic Rules, pg. 285

    Wall of Force

    5-level Evocation

    Casting Time 1 action
    Range 120 ft.
    Duration Concentration, up to 10 minutes
    Components Verbal, Somatic, Material
    Materials a pinch of powder made by crushing a clear gemstone

    An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

    Class(es): Wizard

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