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George Links

5 Level (6500/14000 XP for level-up) Sage Background LeShay Race / Species / Heritage Lawful Neutral Alignment
Arcane Pastry Chef
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
9
-1
DEX
15
+2
CON
17
+3
INT
15
+2
WIS
14
+2
CHA
18
+4
40
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+4 Deception CHA
+5 History INT
+5 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +5 DEX 1d6+2 Piercing
 Ammunition (20), Ranged (80/320), Two-handed
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Ranged (20/60), Thrown
Attacks

Spell Book

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.

Fey. Your creature type is fey instead of humanoid. As a fey, you are immune to effects that specifically target humanoids, such as the charm person spell. A LeShay's home plane is the Feywilds

Aged Wisdom. Living long and being fey, you are wiser than those who would fall for simple charms, being a charmer yourself. You have advantage on saving throws against being charmed.

Immortal's Magic. You are a being which wields magic that gets more powerful as you get older, with a variety of tools from invisibility, to weapon conjuring, and charms. You can cast the charm person spell once, without requiring material components. When you reach 3rd level, you can cast the spiritual weapon spell once, without requiring material components and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the invisibility spell once, without requiring material components and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

Polyglot. When you attempt to learn a language proficiency, it takes you half as long.

Sweet as Honey:
You emit an aura of sweet scent around you which fills the air with lovely odours of mild sugar and pleasant spices like cinnamon. Quite the distraction indeed.
Every creature within 5ft. of you has advantage on saving throws against being charmed. Furthermore, you gain advantage on persuasion checks as long as your opponent is within the sweet aura.
The range increases to 10ft. on Lvl. 6 and to 15ft. on Lvl. 14

Pastry Baking:
You can bake little treats, like muffins, with encouraging results. Over the course of one hour per day, you can bake small pastries up to a number equal to your Charisma modifier. These treats are edible for 24 hours, afterwards, they become hard as stone and they lose their effect. You can give the treats to someone or keep them yourself. Consuming a pastry costs a bonus action.
On level 1, you can make pastries which can enhance one’s abilities. The next time, the consumer rolls a d20, be it a skill check, an attack or a saving throw, they can add the Charisma modifier of the pastry’s creator to the check.
On level 5, you can make pastries which sharpen one’s mind and reflexes. The next time, the consumer rolls a d20, be it a skill check, an attack or a saving throw, they roll with advantage.
On level 18, you can create elevating pastries that even god’s lust for. After consuming the pastry, the consumer get’s an additional action.
A pastry can only have one of the above effects. You can choose the effect while baking them.
Your routine as baker allows you to fit the hour of baking within a Long Rest. You can spend 1 hour of your long rest baking and still gain the effects of a long rest.
You can also make small treats like candy without the mentioned effects within this hour.

Seductive Treats:
At 2nd level, ALL the treats you create entangle the senses of the consumer. The consumer is instantly more tend to believe you.
After consuming any sweet you make, the consumer has disadvantage on Insight checks against you. This effect lasts for one hour.

Delicious Archetype:
At 3rd level, you chose an archetype. Choose between Crème de la Crème, Cakewalk or Sweets for my Sweet detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level.
Crème de la Crème:
You specialize in making soothing creams and drinks like pudding. Your magic also becomes stronger and more efficient.
Cream Filled Pastries
At 3rd level when you choose this archetype, you can fill your ‘Pastry Baking’ treats with a rich but pleasing cream. After consuming one pastry, the consumer regains HP equal to the Charisma modifier of the creator. This effect adds to the original pastry effect.

Researcher:
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Features & Traits
Daggers (x2), Short Bow (20 arrows at start)
Explorers Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 torches, 10 rations, Waterskin, 50ft of hempen rope)
Chain shirt + cooking utensils
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Your love for sweetness is out of this world and it can alter reality like magic. All your spells contain sparkly effects like sugar in the air and they color the world in pastel. See chapter 10 of the Player’s Handbook for the general rules of Spellcasting and below for the spell list.

Cantrips
You know two Cantrips of your choice from the spell list below. You learn additional Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots
The level table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2ndlevel spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the spell list below.

The Spells Known column of the Level table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your Spellcasting Ability for your Spells. Your magic comes from the heart and soul you pour into your art of making delicious sweets. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting
You can cast any spell you know as a ritual if that spell has the ritual tag.


Spellcasting Focus
You can use your Cook’s utensils as a Spellcasting focus for your Spells.

Immortal's Magic. You are a being which wields magic that gets more powerful as you get older, with a variety of tools from invisibility, to weapon conjuring, and charms. You can cast the charm person spell once, without requiring material components. When you reach 3rd level, you can cast the spiritual weapon spell once, without requiring material components and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the invisibility spell once, without requiring material components and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Spellcasting
Languages: Common, Sylvan, Infernal, Elvish

Proficiencies
Armor - Light and Medium Armor, Shields
Weapons - Simple weapons
Tools - Cook’s utensils

Languages & Proficiencies
True name is Zykeligarde, ex Viscount, Researcher

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.

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Level 0 Spells

SRD

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 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).
Available for: Sorcerer, Wizard

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, Concentration, Up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

Level 2 Spells

PHB: P. 273

Scorching Ray

2-level Evocation

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

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 2*D6 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.
Available for: Artificer (Artillerist), Sorcerer, Wizard

PHB P.278

Spiritual Weapon

2-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60ft
Components: V,S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
  As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (Thor for his hammer) make this spell’s effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Available for: Cleric, Paladin (Conquest)

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

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