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Zamora

Wizard 3 Class & Level
Secret ID Background
Tiefling Race
CN Alignment

Strength 13
+1
Dexterity 13
+1
constitution 11
+0
intelligence 14
+2
wisdom 10
+0
charisma 14
+2
Total Hit Dice 3
Hit Die
1d6+0
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+2 Arcana
+1 Athletics
+2 Deception
+2 History
+0 Insight
+2 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+0 Perception
+2 Performance
+2 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills common, infernal, dagger, darts, slings, staffs, lights, crossbow, disguise, forgery proficiencies

 
15
Armor Class
15
Hit Points
+1
Initiative
30
Speed
Attacks

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Spøkelsesskip



































Type: Ultralight Size: Colossal (-8 size)
Subtype: Light Corvette Tactical Speed: 4000' (8 squares)
Defense: 10 Length: 80'
Autopilot Defense: 8 Weight: 1000 tons
Hardness: 20 Crew: 10
Hit Dice: 20d20 (400 hp) Passenger Capacity: 30
Initiative Modifier: +2 Cargo Capacity: 50 tons
Gunner's Attack Bonus: +2 Grapple Modifier: +16

 
Attack: Particle Beam +0 ranged 12d8 4000' and Plasma Cannon +0 ranged 14d8 3000'
Attacks of Opportunity: Point-defense system +0 ranged (1/2/3/4/5)d12x10
 
Standard Design Specs:
Engines: Thrusters, Induction Engines
Armor: Polymeric
Defensive Systems: Point-Defense System, Autopilot
Sensors: Class II Sensor Array
Communications: Radio Transceiver, Laser Transceiver
Weapons: Particle Beam, Plasma Cannon
Grappling Systems: Grapplers

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range melee
Duration Instantaneous
Components Scale, 3 Life Points

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Supplanter

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

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

DND 5e SRD

Prestidigiation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration 1 hour
Components V,S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Warlock, Sorcerer, Wizard, Artificier

Level 1 Spells

PHB, page 253

Inflict Wounds

1-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Cleric

Elminster's Guide to Magic

Acidic Armor

6-level Abjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, Concentration, up to 1 minute
Components V, S

You conjure a layer of translucent green energy resembling plate armor, which emits noxious fumes and corrodes attacking enemies. Choose an ally you can see within range. That ally gains resistance against acid damage for the duration. Additionally, any creature that touches that ally or hits it with a melee attack while within 5 feet of it takes 1d10 acid damage.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the acid damage increases by 1d10 for each slot level above 6th.

Class(es): Wizard, Warlock, Druid

PHB, page 252

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials A pearl worth at least 100 gp and an owl feather

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): Bard, Wizard

Level 2 Spells

Comprehend Languages

1-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
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 doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

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

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Sorcerer, Wizard

Alter Self

2-level Transmutation

Casting Time 1 action
Range Self
Duration Concentration, Up to 1 hour
Components V S

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the Duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation: You adapt your body to an aquatic Environment, sprouting gills, and growing webbing between your fingers. You can breathe Underwater and gain a swimming speed equal to your walking speed.

Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your Statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the Duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the Attack and Damage Rolls you make using it.

Class(es): Sorcerer, Wizard

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


Created by

Ezra35.

Statblock Type

Character Sheet (Legacy)

Link/Embed