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Ellisandre Duskblossom

14 Level (0/165000 XP for level-up) Urchin Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Druid
Level 9
Hit Dice: 9/9
1d8+2 Class 1
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 2

STR
8
-1
DEX
20
+5
CON
14
+2
INT
10
+0
WIS
18
+4
CHA
10
+0
101
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
WIS Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+5 Intelligence
+9 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+0 Deception CHA
+0 History INT
+9 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+9 Medicine WIS
+11 Nature INT
+14 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+10 Sleight of Hand DEX
+15 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +10 DEX 1d8+5 Piercing
 Ammunition, Heavy, Range (150/600), Two-Handed
Dagger +10 DEX 1d4+5 Piercing
 Finesse, Light, Range (20/60), Thrown
Jo'el's Hunting Rifle +11 DEX 2d10+1+5 Piercing
 Ammunition (range 80/240), reload (5 shots), two-handed
Attacks

Spell Book

Elf Features:
-Within 60 feet of you, treat dim light as bright, darkness as dim light
-Immune to magical sleep, advantage on saves vs charmed
-Meditating 4 hours counts as 8 hours of rest
-Can hide while lightly obscured by natural phenomena



Elven Accuracy Feat +1 to Wis and Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Urchin Feature:
-Your party can travel through a city twice as fast when not in combat

Druid Features:
-Understand a secret druid language
-You can shapeshift into the form of a beast as an action
Druid Archetype: Spores
-As a reaction, you can deal 1d4 necrotic damage to a creature that moves or starts its turn within 10 feet, unless it makes a Con save
-You can double your necrotic reaction damage dice, gain 4 temp hp, and add 1d6 poison damage to melee attacks for 10 minutes/until out of temp hp for an action
-If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point as a Zombie. It acts after you.

Rogue Features:
Sneak Attack (3d6)
Understand a secret language
-You can dash, disengage, or hide as a bonus action
Rogue Archetype: Scout
-If an enemy ends its turn adjacent, you can move half your speed without provoking as a reaction
-Can use a reaction to take half damage when hit by a foe that you can see



Access to Basara Resources

Features & Traits
leather armor
longbow
dagger
scimitar
explorer's pack
druidic focus
small knife
map of your home city
pet mouse
token of your parents
set of common clothes
belt pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Druidic, Thieves' Cant

Languages & Proficiencies
I am inquisitive about the world, always excited to see whats around the next corner.
I tenaciously pursue any problem that I have set in my sights.

Personality Traits
Intolerance and injustice are important social issues to me.

Ideals
I seek vicious revenge on the murderers of my adoptive father.

Bonds
I will stop at nothing to achieve my mission of revenge.

I find it difficult to separate emotions from decision-making.

Flaws
Iconoclast Supernatural Gift

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Chill Touch

0-level (Cantrip) Necromancy

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

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).

Class(es): Sorcerer, Warlock, Wizard

Xanathar's Guide to Everything

Infestation

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S,M (a live flea)

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Xanathar's Guide

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid

Melee Spell Attack 2d10 Acid Damage

Player's Handbook

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

Level 1 Spells

Player's Handbook

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V,S,M (a sprig of miseltoe; consumed)

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist

XGtE

Snare

1-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: S, M
Materials: 25 feet of rope, which the spell consumes
Duration: 8 hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
  The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
  A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
  After the trap is triggered, the spell ends when no creature is restrained by it.

Level 2 Spells

PHB

Locate Animals or Plants

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a bit of fur from a bloodhound
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

PHB

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a forked twig
Duration: Concentration, 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, jewelry, 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.

PHB

Pass without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V S M
Materials (ashes from a burned leaf of mistletoe and a sprig of spruce)

A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Cleric, Druid, Ranger

Dexterity (Stealth) Bonus+10

Player's Handbook

Find Traps

2-level Divination

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, or bait that leads to an ambush, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Class(es): Artificer, Cleric, Druid, Ranger

Basic Rules , pg. 219

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V

Damage Type: Blinded   Saving Throws: Constitution   Description: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

Basic Rules, pg. 245

Gentle Repose

2-level Necromancy (ritual)

Casting Time 1 Action
Range Touch
Duration 10 Days
Components V, S, M
Materials A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration.

Damage Type: Warding   Attack/Save Throw: None   Description: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Class(es): Cleric, Wizard

Level 3 Spells

SRD

Animate Dead

3-level Necromancy

Casting Time: 1 minute
Range/Area: 10 feet
Components: VSM
Materials: A drop of blood, a piece of flesh, and a pinch of bone dust, or focus
Duration: instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Available for: Cleric, Wizard

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: Concentration, 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

SRD

Aura of Vitality

3-level Enchantment

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Available for: Cleric, Druid, Paladin

XGtE

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a piece of obsidian
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Level 4 Spells

PHB

Blight

4-level Necromancy

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
 
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer (Alchemist), Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Paladin (Oathbreaker), Rogue (Arcane Trickster)

PHB

Confusion

4-level Enchantment

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials Three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Paladin (Oathbreaker), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Guardian of Nature

4-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.  

  • Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
  • Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Class(es): Druid, Ranger

Level 5 Spells

Summon Draconic Spirit

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V,S,M
Materials: an object with the image of a dragon engraved on it, worth at least 500 gp
Duration: 1 Hour
Attack/Save: None
Damage/Effect: Summoning
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Sorcerer, Wizard, Dragon Thrall

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