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Sorin Alantiri

4 Level (0/6500 XP for level-up) Performer Background Half Wood Elf Race / Species / Heritage Alignment
Wizard, Bladesinging
Level 4
Hit Dice: 4/4
1d6+2 Class 1

STR
8
-1
DEX
19
+4
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
14
+2
26
Hit Points
+4
Initiative (DEX)
20
Armor Class (AC)
+2
Prof. Bonus
35ft
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Arcane Recovery
2 / 2
Bladesong
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+2 Deception CHA
+5 History INT
+1 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
+4 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+4 Piercing
 Finesse
Attacks

Spell Book

A rapier, studded leather armour, a spellbook, a crystal, a violin, a minstrel's costume, traveler's clothes, an earring, a backpack, a bedroll, a mess kit, a tinderbox, ten torches, nine days of rations, a waterskin, fifty feet of hempen rope, three bags of caltrops.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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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Statblocks for race/species of the character.

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Statblocks for your spells.

Level 0 Spells

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action (part of a melee weapon attack)
Range/Area: Self (5-foot radius)
Components: S, M
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
Damage/Effect: Fire
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.   On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it.   The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
Available for: Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5-foot Radius)
Components: S, M
Materials: A Melee Weapon Worth at Least 1 sp
Duration: Instantaneous
Attack/Save: Melee Attack
Damage/Effect: Thunder
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Available for: Artificer, Sorcerer (Optional), Warlock (Optional), Wizard (Optional)

PHB

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V,S
Duration: Instananeous
Attack/Save: ranged
Damage/Effect: fire
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: 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: Artificer, Sorcerer, Wizard

Level 1 Spells

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
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

Mage Armour

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

You touch a willing creature who isn’t wearing armour, 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 armour or if you dismiss the spell as an action.

Strixhaven: A Curriculum of Chaos

Silvery Barbs

1-level Enchantment

Range/Area: 60ft
Components: Verbal
Materials: E
Attack/Save: None
Damage/Effect: None
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Available for: Bard, Sorcerer, Wizard

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Damage/Effect: force

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Available for: Wizards

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Replacement Series

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

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, up to 10 minutes

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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

PHB p239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or a piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Bard, Inventor, Sorcerer, Wizard

Level 2 Spells

SRD

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: 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 3rd or 4th level, the damage increases to 3d8. When you cast it at 5th or 6th level, the damage increases to 4d8. When you cast it at of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Player’s Handbook

Cloud of Daggers

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A sliver of glass
Duration: Concentration, 1 minute
Attack/Save: N/A
Damage/Effect: magical slashing
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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