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Artemis Naïlo (Nightbreeze)

15 Level (140000/195000 XP for level-up) Outlander (Forester) Background Moon Elf Race / Species / Heritage Chaotic Good Alignment
Soulknife Rogue
Level 9
Hit Dice: 8/9
1d8+3 Class 1
Bladesinging Wizard
Level 6
Hit Dice: 6/6
1d6+3 Class 2

STR
11
+0
DEX
16
+3
CON
16
+3
INT
16
+3
WIS
14
+2
CHA
10
+0
105
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
10d8 / 10d8
Psionic Energy Die
Spellcasting ...
+8 Attack mod
INT Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+8 Dexterity
+3 Constitution
+8 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
+5 Athletics STR
+0 Deception CHA
+8 History INT
+7 Insight WIS
+0 Intimidation CHA
+13 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+12 Perception WIS
+5 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+13 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ruby of the Warmage Scimitar +9 DEX 1d6+1+3 Slashing
 Finesse, Light
Longbow +9 DEX 1d8+1+3 Piercing
 Ammunition, (Range 150/600), Heavy, Two-Handed
Psychic Blade +8 DEX 1d6+3 Psychic
 Finesse, Thrown (range 60)
Dagger of Venom +4 DEX 1d4+3 Piercing
 Finesse, Thrown (Range 20/60), Poison (2d10, DC 15 CON Save, 1 Minute)
Attacks

Spell Book

-Two attacks!
-Darkvision: You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light, you can't discern color in darkness, only shades of gray.
-Fey Ancestry: You have advantages on saving throws against being charmed, and magic can't put you to sleep.
-Trance: Elves don't need sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
-Fighting Initiate~Two-Weapon Fighting
-Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
-Sneak Attack: Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
-Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
-Evasion: When you are subject to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
-Psionic Power: You have 10d8 Psionic Energy die. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
-Psi-Bolstered Knack: : If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
-Psychic Whispers: As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
-Psychic Blades: Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a nor­mal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
-Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack tohit, you expend the Psionic Energy die.
-Psychic Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. Youthen teleport to that space, and the blade vanishes.
-Bladesong: 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 heavby 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 (no action required). While your bladesong is active, you gain the following benefits: you gain a bonus to your AC equal to your intelligence modifier, 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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
-Step of the Umbre: While standing in shadow, Artemis, as a bonus action, can teleport to another space of equal darkness. (Dim light: 30ft range. Darkness:60ft range). Creatures in this space are pushed 5 feet to an unoccupied space and take 1d4 force damage.
-MindTap: Whenever Artemis hits a creature with a psionic dagger, he can pull information from the target if it fails a DC 15 wisdom save.
(Choose one)
-Vulnerabilities
-One ability score
-Resistances
-Senses

Features & Traits
-Ruby of the Warmage Scimitar +1
-Scimitar
-Shortsword x2
-Shortbow
-Longbow +1
-Quiver (150 arrows)
-Daggers (2)
-Disguise Studded Leather Armor
-Thieves' Tools
-Burglar's Pack
-Adventurer's Pack
-Folding Boat
-Traveling Hole Punch
-Hairshirt of Healing
-Shades of Night
-Chunk of Heartstone
-Poison Dagger
-Spellbook+Wand
-Potion of Healing (7) (2d6+2)
-Graveyard Quest Flyer
-Tattoo Parlor Coupon Flyer
-Book Quest Flyer
-Carnival Jailer Cart (Illusioned)
-locked journal
-Artemis' detective agency ad
-Elemental Gem (Earth Elemental, One Use)
-Capture Capsule
-Scissors of Shadow Snipping
-Dust of Corrosion
-12 Concussive Jelly Bottles
-Gold Circlet

Equipment Copper: 214, Silver: 165, Electrum: 0, Gold: 4375, Platinum: 4 Money
-Common, Elvish, Dwarvish, Giant, Thieves' Cant
-Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Shortbow, Longbow
-Thieves' Tools(x2 proficiency)

Languages & Proficiencies
I'm driven by a wanderlust that led me away from home.

Personality Traits
Life is like the seasons, in constant change, and we must change with it.

Ideals
An injury to the unspoiled wilderness of my home is an injury to me.

Bonds
There's no room for caution in a life lived to the fullest.

Flaws
-Disguise Studded Leather: You can disguise yourself for up to 2 hours, it recharges during short/long rests
-Capture Capsule: As an action, when you touch an object or creature Large or smaller and speak the command word (Go!), the object is transported into a pocket plane within the Capsule. To recall the stored item, throw the capsule on the ground and speak the command word. The Object will appear in an appropriate sized space where the capsule contacts the ground. The capsule will return to the thrower once the object is released. Only one object can be stored in the Capsule at a time. If the capsule is damaged, the object inside takes 1d4x10 bludgeoning damage. If the Capsule is destroyed, The stored object is lost. (Hydra)

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.

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

Orb of Direction

Wondrous Item Common

A small orb that can fit in your hand, it uses a small arrow inside itself to perpetually point north.


 

Clockwork Amulet

Adventuring Gear

Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Cost: 100 gp

Ruby of the War Mage

Wondrous Item

Common Requires Attunement

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Cost: 100 gp

The Zephyr Effect

Shades of Night

Wondrous Item

Uncommon

While wearing these shades, you gain darkvision up to 60ft and +2 to perception. Once per long rest-but only at night- use a bonus action to activate the shades to gain Truesight up to 60ft for 1 minute. 


The Zephyr Effect

Hairshirt of Healing

Wondrous Item

Varies Requires Attunement

This article of clothing, used in some religious orders, can be used to facilitate healing through the act of self harm. While wearing this garment, you can use a bonus action to make an attack against yourself. A creature you can see within 30 ft heals three times the amount of damage you inflict on yourself.

a tattered hairshirt. There are mysterious dark stains across the back...


The Zephyr Effect

Traveling Hole Punch

Wondrous Item

Rare

Once per long rest, as an action, you can use this handheld mechanical device to create a 5ft hole in any non-magical structure or surface.   Warning: there is a 10% chance something unexpected happening

The traveling hole punch is a brass cylindrical item with a spring loaded pull handle coming out of one side. There is a dark opening on the other flat side with the words "This end to surface" faintly scratching into the brass.


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

PHB page 260.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
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

Tasha's Cauldron of Everything

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (15-foot radius)
Components: Verbal
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Sorcerer, Warlock, Wizard

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

Player's Handbook p255

Light

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch (20ft radius)
Components: V, M
Materials: A firefly or phosphorescent moss
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Available for: Bard, Cleric, Sorcerer, Wizard, Artificer

SRD

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

Player's Handbook

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
Duration: Instantaneous
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.
Available for: Artificer, Bard, Wizard

Player's Handbook

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minute
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A pinch of soot and salt, or focus
Duration: 1 hour
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Mind Spike

2-level Divination

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

SRD

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

SRD

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
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. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

SRD

See invisible

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A pinch of talc and a small sprinkling of powdered silver, or focus
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 3 Spells

SRD

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

SRD

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A drop of molasses, or focus
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end each of its turns. On a successful save, the effect ends for it.
Available for: Bard, Sorcerer, Wizard

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


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