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Oshun Slate

10 Level (0/85000 XP for level-up) Urchin Background Human Race / Species / Heritage Lawful Neutral Alignment
Wizard
Level 10
Hit Dice: 10/10
1d6+2 Class 1

STR
11
+0
DEX
13
+1
CON
15
+2
INT
19
+4
WIS
15
+2
CHA
15
+2
82
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+8 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+4 History INT
+6 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+6 Medicine WIS
+4 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+1 Piercing
 Finesse, Light, Thrown
Attacks
Dagger, Backpack, Case Map or Scroll, Clothes Common, Spellbook, Small Knife, Arcane Focus, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Abyssal

Languages & Proficiencies
Community. We have to take care of each other, because no one else is going to do it. (Lawful)

Ideals
No one else should have to endure the hardships Ive been through.

Bonds
Id rather kill someone in their sleep than fight fair.

Flaws
Bottle of Boundless Coffee: Wondrous Item, Common

This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.

Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

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Statblocks for your spells.

Level 0 Spells

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).

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: cold

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).

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: 1 round
Attack/Save: ranged spell attack
Damage/Effect: necrotic

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: Self (60ft line)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 hour
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.

Icewind Dale - Rime of the Frostmaiden

Frost Fingers

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: Con
Damage/Effect: Cold
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
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.
Available for: Wizard

Based on Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 12 m
Components: Verbal, Somatic, Material
Materials: Water
Duration: Instantaneous
Attack/Save: Ranged spell attack and Dexterity saving throw
Damage/Effect: piercing and cold
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Netrunner

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred 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.

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shatter

2-level Evocation

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

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10 foot radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

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.

Available for: Wizards

Blur

2-level Illusion

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

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Level 3 Spells

PHB, page 287

Water Walk

3-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a piece of cork
Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Artificer, Cleric, Druid, Ranger, Sorcerer

Wall of Ice

6-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Dexterity saving throw
Damage/Effect: cold

You create a wall of ice on a solid surface within range. 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 square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10 foot section, and it is vulnerable to fire damage. Reducing a 10 foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

SRD

Gaseous Form

3-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A bit of gauze and a wisp of smoke, or focus
Duration: up to 1 hour
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Available for: Sorcerer, Warlock, Wizard

Level 4 Spells

PHB

Control Water

4-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.   Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.   When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Available for: Cleric, Druid, Wizard

Ice Storm

4-level Evocation

Casting Time: 1 action
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: bludgeoning, cold

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.

PHB

Black Tentacles

4-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a piece of tentacle from a giant octopus or a giant squid
Duration: 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
  When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
  A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Available for: Wizard

Level 5 Spells

Conjure Elemental

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Cone of Cold

5-level Evocation

Casting Time: 1 action
Range/Area: Self (60ft cone)
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: cold

A blast of cold air erupts from your hands. Each creature in a 60 foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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