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Luther Silverkeeper

7 Level (0/34000 XP for level-up) Noble Background Custom Lineage Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 7
Hit Dice: 7/7
1d10+0 Class 1

STR
15
+2
DEX
8
-1
CON
10
+0
INT
18
+4
WIS
12
+1
CHA
15
+2
46
Hit Points
-1
Initiative (DEX)
9
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
14
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
-1 Dexterity
+3 Constitution
+4 Intelligence
+1 Wisdom
+2 Charisma
saving throws
-1 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+2 Deception CHA
+7 History INT
+4 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+4 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+4 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Fancy clothing, some golden necklaces, a pocket knife, an empty scroll

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 5 Money
Arborian, Common, Dwarvish, Orc

Languages & Proficiencies
Kind, leader, passionate, stubborn, privileged

Personality Traits
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)

Ideals
My loyalty to my sovereign is unwavering.

Bonds
I hide a truly scandalous secret that could ruin my family forever.

Flaws
Race specific info: Arborians look like the average humanoids, except dominant genes are brown hair and blue eyes, sometimes but rarely we see black hair. Brown hair is the norm and blonde hair is a severe deviation. Arborians are extremely adept in climbing trees and building quick shelters or elaborate tree houses in their tops. They have strong hands with long fingers and usually don't weigh much.

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.

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Level 1 Spells

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: 1 round
Attack/Save: Wisdom saving throw

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

 
  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Level 2 Spells

SRD

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

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