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Seraphina

1 Level (0/300 XP for level-up) Far Traveler Background Half-Elf Race / Species / Heritage Neutral Good Alignment

STR
12
+1
DEX
13
+1
CON
13
+1
INT
13
+1
WIS
14
+2
CHA
14
+2
8
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
/
Sorcerer (Draconic Bloodline)
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+4 Deception CHA
+2 History INT
+6 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+6 Nature INT
+8 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, light +3 STR 1d8+1+1 piercing
 +3 ATK bonus
Dagger +3 STR 1d4+1+1 piercing
 +3 ATK bonus
Dart +3 STR
Quarterstaff +3 STR
Sling +3 STR
Krakentooth Dagger +1 STR 1d4+1+1 piercing
 +4 ATK bonus;
Attacks

Spell Book

Darkvision: 60 ft.
Draconic Resilience. +1 HP/level, unarmored AC 13 + DEX modifier.
Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Features & Traits
Backpack
Bedroll
Component pouch
Crossbow bolt 20x
Mess kit
Rations (1 day) 10x
Rope, hempen
Tinderbox
Torch 10x
Waterskin
Healing Potion 1x

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Number of Attacks: 1
Spell Save DC: 12
+4 Spell Attack Bonus
Spellcasting
Celestial, Common, Draconic, Elvish

Languages & Proficiencies
Witty

Personality Traits


™ & © 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.

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Level 0 Spells

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft.
Duration Instantanious
Components V, S

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).

Class(es): Artificer, Sorcerer, Wizard

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

PHB

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. you have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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).

Class(es): Sorcerer, Wizard

Melee Spell Attack 2d8 Lightning Damage

Level 1 Spells

PHB

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

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.

Class(es): Sorcerer, Wizard

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