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Freidman Carcano (Ember)

3 Level (0/2700 XP for level-up) Clasp Member Background Fire Genasi Race / Species / Heritage Neutral Evil Alignment
Chronomancy Wizard 1
Level 3
Hit Dice: 3/3
1d6+3 Class 1

STR
9
-1
DEX
13
+1
CON
17
+3
INT
19
+4
WIS
12
+1
CHA
13
+1
26
Hit Points
+5
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
+6 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
-1 Athletics STR
+3 Deception CHA
+4 History INT
+1 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
+6 Forgery Kit INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1 Piercing
 Finesse, Light, Thrown (20/60)
Mind Sliver +6 INT 1d6 Psychic
 Intelligence Saving Throw
Produce Flame +6 INT 1d8 Fire
Catapult +6 INT 3d8 Bludgeoning
 Dexterity Saving Throw
Chromatic Orb +6 INT 3d8 Acid, Cold, Fire, Lightning, Poison, or Thunder
Magic Missile +6 INT 1d4+1 Force
 3 Darts, Auto hit
Shadow Blade +3 DEX 2d8+1 Psychic
 Finesse, Light, Thrown (20/60)
Attacks

Spell Book

Darkvision: You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unsual: everything you see in darkness is in a shade of red.
Fire Resistance
Feature: A Favor in Turn
You have gained enough clout in the Clasp that you can call in a favor from your contacts whenever you’re close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take on any form subject to the approval of the GM, who decides how it is fulfilled. If muscle is requested, an NPC member of the Clasp (using statistics found in chapter 6) can temporarily aid your party. If money is needed, a small loan can be provided. If you’ve been imprisoned, Clasp operatives can look into breaking you out or paying off the jailer.
At some point, the favor will be called in for repayment, often without warning. Refusing the call will result in your termination—literally. You might be called on to commit a specific burglary, or to pressure an Emonian dignitary to reveal a secret at an upcoming ball. The Clasp might even demand that you assassinate a specific person, with no questions asked or answered. It’s the GM’s prerogative to ensure that the syndicate’s request is proportionate to the favor they bestowed—or that they compensate you in other ways for a service that goes beyond the scope of repaying the initial favor.
Reach to the Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Chronal Shift
Starting at 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.
Temporal Awareness
Starting at 2nd level, you can add your Intelligence modifier to your initiative rolls.

Features & Traits
Dagger
Leather Choker with Inlaid Gem (Arcane Focus)
Inconspicuous Common Clothes
Forgery Kit
Spellbook
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10 days of Rations
Waterskin
50 feet of Hempen rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Arcane Recovery
You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th Level or higher.

For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
Spellcasting
Languages: Common, Primordial, Thieves Cant
Weapon Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Armour: None
Tools: Forgery Kit

Languages & Proficiencies
I only show my emotions around people I really trust.

Personality Traits
Self-Interest. There are too many bleeding hearts in the Clasp these days. Doing the right thing means doing the thing that makes my life better. (Evil)

Ideals
I’ve got family back in the old town who are counting on me for money. They don’t know how I get it, but they don’t need to know.

Bonds
I’m hopeless at organizing my belongings.

Flaws


™ & © 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

Xanathar's Guide to Everything, Evolving Cantrips

Control Flames

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: At 5th level, you can quadruple the area of bright light and dim light cast by the flame. At 11th level, you can have up to six non-instantaneous effects active at a time and can dismiss such effects as a bonus action. Also, you may choose to affect any non-magical flames within range for the purposes of making them brighter or dimmer. At 17th level, you can affect flames within a 10-foot cube, may expand the flame 5 feet in any direction (provided that fuel is present in the new location) and the duration of non-instantaneous effects increases to 24 hours.
Available for: Druid, Sorcerer, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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).

Player's Handbook, Evolving Cantrips

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 1 minute
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels:
  • At 5th level, you can have up to five non-instantaneous effects of the cantrip active at the same time and can dismiss all of the effects as an action. You can also dry any creature within range.
  • At 11th level, the range of your cantrip increases to 30 feet and you may create non-magical or illusory images trinkets that can fit in both of your hands. You may light or snuff out all of the candles torches and small campfires within range.
  • At 17th level, you may clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. The duration of all of your non-instantaneous effects increases to 8 hours. You may also create a non-magical trinket or an illusory image that can fit in a 1-foot cube.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
  You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells

XGtE

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M (a gem worth at least 50 cp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
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.

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

PHB

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 if the target dons armor or if you dismiss the spell as an action.

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: Range: 100’ (Medium)
Components: V, S
Duration: Instantaneous
A missile of magical energy darts forth from your fingertip and strikes its target unerringly, dealing 1d4+1 points of force damage.
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th or higher level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you make your roll damage.
Available for: Wizard

Player's Handbook p284

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 60ft
Components: V, S, M
Materials: A piece of string and a bit of wood
Duration: 1 Hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Available for: Bard, Warlock, Wizard, Oath of Commerce

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