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Barto Cadswold

Wizard 4 Class & Level
Acolyte Background
Elf Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 18
+4
wisdom 14
+2
charisma 8
-1
Total Hit Dice 2
Hit Die
1d6+1
+2 proficiency bonus
-1 Strength
+3 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
-1 Deception
+4 History
+4 Insight
-1 Intimidation
+6 Investigation
+2 Medicine
+4 Nature
+4 Perception
+1 Performance
-1 Persuasion
+6 Religion
+3 Sleight of Hands
+5 Stealth
+2 Survival
skills Insight Investigation Perception Performance Religion Stealth proficiencies

 
19
Armor Class
22
Hit Points
+3
Initiative
40
Speed
WeaponTypeRangeAttackDamage
DaggerMelee Weapon20(60) 1d20+5 1d4+3
RapierMelee Weapon5 1d20+5 1d8+3
SpellAttackVarious 1d20+6
Attacks
Armor: Light Armor
Weapons: Crossbow, Light, Dagger, Dart, Longbow, Longsword, Quarterstaff, Rapier, Shortbow, Shortsword, Sling
Tools: None
Proficiences
Spell | Level | B/A/R | Range | Damage
Chill Touch | Cantrip | 1A | 120ft. | 1d8
Fire Bolt | Cantrip | 1A | 120ft. | 1d10
Minor Illusion | Cantrip | 1A | 30ft. |
Toll the Dead | Cantrip | 1A | 60ft. | WIS ST DC 13 | 1d8 1d12
Spellcasting
Nothing can shake my optimistic attitude.
Personality Traits
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
Ideals
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Bonds
I put too much trust in those who wield power within my temple’s hierarchy.
Flaws
Wizard Features

Hit PointsPHB, pg. 113

ProficienciesPHB, pg. 113
Investigation
Insight

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 2, and none of the slots can be 6th level or higher.
Arcane Recovery: (No Action) / Long Rest

Arcane TraditionPHB, pg. 115
Bladesinging
Restriction: Elves OnlySCAG

Only elves and half-elves can choose the bladesinger arcane tradition. Your DM can lift this restriction to better suit the campaign.
Training in War and SongSCAG

You gain proficiency with light armor, one type of one-handed melee weapon of your choice, and the Performance skill if you don’t already have it.
Rapier
BladesongSCAG

Twice per short rest, you can use a bonus action to start a Bladesong, which lasts for 1 minute and grants you the following benefits:

You gain a +4 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +4 bonus to any CON saving throw you make to maintain your concentration on a spell.

It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).
Bladesong: 1 Bonus Action
Uses:/Short Rest

Ability Score ImprovementPHB, pg. 115
Ability Score Improvement
Intelligence Score
Intelligence Score

Racial Traits
DarkvisionBR, pg. 23

You can see in darkness (shades of gray) up to 60 ft.
Keen SensesBR, pg. 23

You have proficiency in the Perception skill.
Fey AncestryBR, pg. 23

You have advantage on saves against being charmed, and magic can’t put you to sleep.
TranceBR, pg. 23

You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon TrainingBR, pg. 23

You have proficiency with the longsword, shortsword, shortbow, and longbow.
CantripBR, pg. 24

You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Fire Bolt(Cantrip)
Extra LanguageBR, pg. 24

You can speak, read, and write one extra language of your choice.
Dwarvish
Feats
Manage Feats

Mage SlayerPHB, pg. 168

When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature, and when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You also have advantage on saving throws against spells cast by creatures within 5 ft. of you.
Mage Slayer Attack: 1 Reaction
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Wizzard


Hit Points

Hit Dice: d6 per Wizzard level
Hit Points at first Level: 1d6
Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholars pack or (b) an explorers pack spellbook


Spellcasting

As a student of arcane magic, you have a spell book containing spells that show the first glimmerings of your true power.

Bladesinger


Hit Points

Hit Dice: d6 per Bladesinger level
Hit Points at first Level: See Wizard
Hit Points at Higher Levels: See Wizard

Proficiences

Armor: See Wizard
Weapons: See Wizard
Tools: See Wizard
Saving Throws: See Wizard
Skills: See Wizard

Subclass Options

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.  

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:
  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain these uses each time you complete a short or long rest.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.  

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Statblocks for your familiars, mounts etc.

SRD

Owl

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed 5ft Fly: 60ft

STR
3 -4
DEX
13 +1
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 

Statblocks for race/species of the character.

High Elf

Ability Score Increase +2 Dex, +1 Int
Size Medium
Speed 30ft

Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Keen Senses - You have proficiency in the Perception skill.   Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip - You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language - You can speak, read, and write one extra language of your choice.

Languages. Common, Elvish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
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. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB: P. 241

Firebolt

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 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

PHB: P. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE P. 169

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
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.
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).
Available for: Warlock, Wizard, Cleric

Level 1 Spells

PHB: P. 221

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
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.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB: P. 240

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
  While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  You can not have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

PHB: P. 256

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of cured leather
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

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


Created by

ABS075.

Statblock Type

Character Sheet (Legacy)

Link/Embed