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Beansprout DeLegume

10 Level (0/85000 XP for level-up) Noble Background Half-Orc Reforged Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 10
Hit Dice: 8/10
1d6+1 Class 1

STR
16
+3
DEX
13
+1
CON
13
+1
INT
17
+3
WIS
10
+0
CHA
8
-1
51
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+1 Dexterity
+1 Constitution
+7 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
-1 Deception CHA
+7 History INT
+0 Insight WIS
+3 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
+3 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Wizard Features
Hit PointsPHB, pg. 113
ProficienciesPHB, pg. 113
Religion
Investigation
SpellcastingPHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 14, Spell Attack +6) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane RecoveryPHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 4, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane TraditionPHB, pg. 115
School of Divination
Divination SavantPHB, pg. 116
The gold and time you must spend to copy a divination spell into your spellbook is halved.

PortentPHB, pg. 116
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 roll can only be used once.

Portent: (No Action)
Uses:
/
Long Rest
Ability Score ImprovementPHB, pg. 115
Feat
Linguist
Expert DivinationPHB, pg. 116
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.

Expert Divination: (No Action)
RACIAL TRAITS
DarkvisionBR, pg. 41
You can see in darkness (shades of gray) up to 60 ft.

MenacingBR, pg. 41
You gain proficiency in the Intimidation skill.

Relentless EnduranceBR, pg. 41
When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.

Relentless Endurance: (No Action)
/
Long Rest
Savage AttacksBR, pg. 41
When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.

FEATS

Keen MindPHB, pg. 167
Increase your INT score by 1. You always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything you have seen or heard within the past month.

LinguistPHB, pg. 167
Increase your INT score by 1. You learn three languages of your choice. You can create written ciphers that others can't decipher unless you teach them, they succeed on an INT check (DC 20), or they use magic to decipher it.

Abyssal
Celestial
Sylvan

Balance Chaos. When you make an attack roll or a saving throw and roll a 9 or lower on the d20, you can balance chaos and treat the roll as a 10. You can balance chaos in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Constructed Resilience. Your mutation lead to some heavy modifications to your body You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Orc, Abyssal, Celestial, Sylvan, Modrion

Languages & Proficiencies
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)

Ideals
I will face any challenge to win the approval of my family.

Bonds
In fact, the world does revolve around me.

Flaws
Ring of Shielding: A marvelous ring that puts up a ward around you when you are in danger. The ring has 6 charges and regains 1d6 charges at dawn.
<span class="line-spacer d-block"> </span>
3 minor healing potions 2d4 +2
Curtain Rod (great club. 1d8 damage/bludgeoning)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Statblocks for your spells.

Level 0 Spells

PHB

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

PHB

Acid Splash

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
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 feet 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).

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Level 1 Spells

Comprehend Languages

1-level Divination

Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
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 does not decode secret messages in a text or a glyph, such as an arcane signal, that isn’t part of a written language.

PHB p231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
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 it 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

Identify

1-level Divination

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

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.

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: prone

Slick grease covers the ground in a 10 foot square centred on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Available for: Wizards

Level 2 Spells

Locate Object

2-level Divination

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

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

XGtE

Mind Spike

2-level Divination

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: 1 hour
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.

SCC

Borrowed Knowledge

2-level Divination

Range/Area: Self
Components: V, S, M
Materials: a book worth at least 25 gp
Duration: 1 hour
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Available for: Bard, Cleric, Warlock, Wizard

Level 3 Spells

PHB

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Glyph of Warding

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 foot radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Wind Wall

3-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: bludgeoning

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Level 4 Spells

PHB

Arcane Eye

4-level Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a bit of bat fur
Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Available for: Artificer, Wizard, Arcana Cleric, Arcane Trickster Rogue, Swarm Druid, Eldritch Knight Fighter, Knowledge Cleric, Swarmkeeper Ranger, Gnome (Mark of Scribing), Half-Elf (Variant; Mark of Detection), Dimir Operative, Lorehold Student

PHB

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.   This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Level 5 Spells

Rary's Telepathic Bond

5-level Divination

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

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

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