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Mia Meliamne

4 Level (0/6500 XP for level-up) Sage Background High Elf Race / Species / Heritage Lawful Good Alignment
Wizzard
Level 4
Hit Dice: 4/4
1d6+1 Class 1

STR
8
-1
DEX
12
+1
CON
12
+1
INT
18
+4
WIS
14
+2
CHA
13
+1
21
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
-1 Athletics STR
+1 Deception CHA
+6 History INT
+4 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Mutitasking

Other

Varies

You can maintain the concentration for two concentration spells. If you take damage you need to do a saving throw for all your current concentration spells.




Highly Concentrated

Other

Varies

You are proficient with saving throws, if you can maintain your concentration.



Features & Traits
Spell Scroll (Material not needed):

Player's Handbook, 272

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes.

Damage Type: None   Attack/Save Throw: None   Description: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Paladin

Spell Scroll:

Mass Healing Word

3-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Class(es): Cleric


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common
Elvish
Gnomish
Halfling
Sylvan

Languages & Proficiencies


™ & © 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

Player's Handbook

Dagger

Weapon

Common

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60


Weight: 1lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 271

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Cold
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).

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
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 10th level (2d10), 22nd level (3d10), and 34th level (4d10).
Available for: Artificer, Sorcerer, Wizard

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Arcane, Divine, Primal

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: (a bit of phosphorus or wychwood, or a glowworm)
Duration: 1 Minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Artificer, Sorcerer, Wizard, Bard

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

One DnD Playtest

Healing Word

1-level Abjuration

Casting Time: Bonus Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
Damage/Effect: Healing
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.
At higher levels: When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d4 for each slot level above 1.
Available for: Bard, Cleric, Druid

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

Players Handbook, pg. 239

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: 60ft
Components: Verbal, Material
Materials: A small feather or 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: Atrificer, Bard, Sorcerer, Wizard

SRD, pg. 231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30-Foot Radius)
Components: V, S
Duration: Concentration, Up to 10 minutes
Damage/Effect: Detection
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Arcana Domain, Oath of the Watchers,

Shield of Faith (only self)

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V, S
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds you, granting a +2 bonus to AC for the duration.

Level 2 Spells

PHB

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

Player's Handbook

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.

 
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

Dungeons & Dragons 5e

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Damage/Effect: Healing
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

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