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Lura Naehorn

7 Level (0/34000 XP for level-up) Soldier Background High Elf Race / Species / Heritage Lawful Good Alignment
Sorcerer
Level 7
Hit Dice: 7/7
1d6+1 Class 1

STR
10
+0
DEX
15
+2
CON
13
+1
INT
12
+1
WIS
11
+0
CHA
15
+2
45
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
7 / 7
Sorcery Points
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+2 Deception CHA
+1 History INT
+0 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Thrown
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Thrown
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Control Flames 1 Action 60ft/5ft Instantaneous S
 Notes:non magical flames only
Message 1 A 120ft 1 Round
Cloak of Protection, Wand of Magic Missiles, Luna (Lura's Quartstaff), Dagger, Dagger, Clothes Common, Playing Card Set

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Common, Elvish, Dwarvish, Draconic

Languages & Proficiencies
I’m always polite and respectful.
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

Personality Traits
Greater Good. Our lot is to lay down our lives in defense of others. (Good)

Ideals
I fight for those who cannot fight for themselves.

Bonds
The monstrous enemy we faced in battle still leaves me quivering with fear.

Flaws
Growing up Lura never knew her father, raised alone by her mother Luna who never really spoke about Lura's father. She started to develop Brass scales on her body at 13, along with access to magic naturally. Seeing this her mother begun to train the young girl in how to use it and how to fight like her mother since they were similar in more than just looks. Lura always respected her mother and what she did in The Flaming Fist, Luna was a stern but fair woman who behind closed doors was one of the kindest people you could ever meet.

Always speaking for the unheard and fighting for the weak. Lura was like a wind who went wherever her instincts took her in Baldurs Gate as she grew up in her teen years. At the age of 18 she signed up to The Blazing Fist, wanting to follow in her mother's footsteps and Luna couldn't be more proud of her Little Dragon.

By the time Lura attained the rank of Manip within The Flaming Fist she was 35 and had built up quite a few contacts through the city. She had become well respected by her peers and senior officers. Her mother Luna one of the longest serving Blaze could not have been more proud to see the woman her daughter had grown into. For 55 years Lura served her fellow brothers and sisters, keeping the lower city of Baldur's Gate safe, until at the age of 80. Tragedy struck her, like a hammer to a forge.

It was supposed to be a simple job, children had gone missing through out the city. Through careful investigation Lura and a squad of her best soldiers had narrowed down a possible location of the children. In the old sewers under the city. So they pursued their lead and headed down, not knowing of the fate that awaited them. It was a massacre, they had found the children or what was left of them along with the kidnappers, goblins. There were too many of them, her squad became overwhelmed and were slaughtered, except for Lura and two others, Ado the Halfling scout and Barren her second in command. They were to be the colony's next meal and playthings but they weren't going to let it happen. For Two days they had planned their escape and the time finally came, however Ado and Barren had kept one part of the plan secret, only Lura would be escaping. The pair sacrificed themselves as a distraction during the escape, allowing her to escape the old sewers with her quarter staff Luna.

The colony was destroyed a day later by The Flaming Fist, but seeing her whole squad butchered like animals by Goblins was too much for Lura. It was the straw that broke the Camel's back, after years of fighting, protecting and duty. Seeing the people she had cared for most just die like that, even though she was no stranger to death, just broke her. She had to leave for her own sanity, not just The Flaming Fist, but the city too. Mother and Daughter fought over the decision but eventually Luna accepted her daughters wish and Lura Naehorn began her new life as an adventurer.

Part of Flaming Fist out of Baldurs Gate, guards. Good relationship with mother. Fought when Lura wanted to leave, Luna hated it but accepted the choice. Mother and daughter spoke every so often through sending and Luna would Scry on her to make sure she is doing ok.


Reason for leaving, job gone wrong, goblins killed sqaud. Lura was only survivor.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

DnD 5e DMG

Cloak of Protection

Wondrous Item

Uncommon Requires Attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak.


DnD 5e DMG

Wand of Magic Missiles

Wand

Uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


Weight: 1 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Wolf CR: 1/4 (50xp)

Medium beast, unaligned
Armor Class: 13 (natural armor)
Evasion Class 12
Armor Reduction -3
Hit Points: 11 2d8+2
Moral 7 2d6
Speed: 40 ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Challenge Rating: 1/4 (50xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Statblocks for race/species of the character.

High Elf

ability score increase: Your Intelligence score increases by 1.
age:
Size: Medium
speed:
Languages:
race features:
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language. You can read, speak, and write one additional language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything 5E

Control Flames

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 ft
Components: Somatic
Duration: Instantaneous or 1 hour
You choose a nonmagical flame that you can see within range and that fits within a 5ft cube. You affect it in one of the following ways:  
  • You instantaneously expand the flame 5ft 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 non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

SRD

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: a short piece of copper wire, or focus
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: up to one hour
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

SRD

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your 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).
Available for: Artificer, Sorcerer, Wizard

Player's Handbook (Woc)

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
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). 
Available for: Wizard, Sorcerer

Level 1 Spells

SRD

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.
Available for: Artificer, Sorcerer, Wizard

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8+ 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 1d8 for each slot level above 1st. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

XGE, page 157. Also found in EEPC, page 19.

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic, Material
Materials: A drop of water, or a piece of ice, or focus
Duration: Instantaneous
Attack/Save: Ranged, Dexterity for Secondary Effect
Damage/Effect: Piercing (1d10), Explosion (Saving Throw): Cold (2d6, spell slot 2+ +1d6 ea)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
Duration: 1 round
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.
Available for: Sorcerer, Wizard

SRD

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A twig from a tree that has been struck by lightning, or focus
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
Available for: Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Earthbind

2-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Snilloc's Snowball Swarm

2-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: A piece of ice, or a small white rock chip, or focus
Duration: instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Wizard

Level 3 Spells

SRD

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.
Available for: Artificer, Sorcerer, Wizard

Level 4 Spells

Ice Storm

4-level Evocation

Casting Time: 1 Action
Range/Area: 300 ft (20 ft cylinder)
Components: V, S, M *
Materials: a pinch of dust and a few drops of water
Duration: Instantaneous
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard, Tempest Domain, Circle of the Land (Arctic), Oath of the Ancients, Artillerist

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


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Lou_Lou.

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