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Alastriel

2 Level (0/900 XP for level-up) Sage Background Cosmic Elf Race / Species / Heritage N/A Alignment
Wizard
Level 2
Hit Dice: 1/2
1d6+3 Class 1

STR
8
-1
DEX
12
+1
CON
16
+3
INT
16
+3
WIS
14
+2
CHA
8
-1
10
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
+5 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
-1 Deception CHA
+5 History INT
+4 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1 piercing
 AB +1 (str) melee/+3 (dex) thrown; finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
= Darkvision 120ft
= Cosmic Velocity: additional 5ft to any type of speed and resistance to non-magical bludgeoning damage
= Fey Ancestry: I have advantage on saving throws against being charmed and magic can't put me to sleep
= Trance: I don't need sleep. Instead, my long rest is a meditative state for 4 hours, remaining semi-conscious. When finished, I gain proficiency in one skill of my choice & with one weapon of my choice, selected from the Player's Handbook. I magically acquire these proficiencies by drawing them from shared elven memories & experiences of entities on the Astral Plane, and I retain them until I finish my next long rest.
= Cosmic Will: Once every long rest, when I would fall to 0 HP, I get up with 1 and move one direction w/o prompting an AoO
= Ritual Casting: I can cast a wizard spell as a ritual, if it has that tag and I have it in my spellbook. It does not need to be prepared
= Arcane recovery: see book, pg. 115

Features & Traits
= An explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft hempen rope)
= A trinket (roll trinket table) and/or have some books

= Sage: a bottle of black ink, a quill, a small knife, a set of common clothes, and a pouch containing 10gp.

Start with:
2d4 x 10 GP + pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
= Common, Elvish, Draconic, (celestial or goblin?)
= Keen Senses: proficiency in perception
= Weapons: daggers, darts, slings, quarterstaffs, light crossbow, scimitar, rapier, shortbow, longbow

Languages & Proficiencies
Very curious; enjoys learning and meeting new people; can be awkward in social situations; patient

Personality Traits
Naive of the world outside Ithilorn, but not super trusting; might come of as unsympathetic or indifferent when speaking his mind

Flaws
= Scholarly training specialty: astronomer? wizard's apprentice? pg. 137
= Researcher: when I attempt to learn/recall a piece of lore, if I don't know the info, I often know where and from whom I can obtain it

= Arcane Tradition: Graviturgy
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*Remember to do Song of the Stars ritual every night*

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 0 Spells

Basic Rules, pg. 242

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
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: 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

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V,S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Basic Rules, pg. 275

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: Verbal, Somatic
Duration: 1 Round
Attack/Save: Self
Damage/Effect: Warding
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, The Hexblade, Artillerist, Battle Smith

PHB

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

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 level above 1st. 1d4

Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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