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Lalista

1 Level (0/300 XP for level-up) Hermit Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Wizard
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
10
+0
DEX
12
+1
CON
16
+3
INT
15
+2
WIS
8
-1
CHA
14
+2
9
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+4 History INT
-1 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +1 DEX 1d4+1 Piercing
 Finesse, Light, Thrown, Nick
Quarterstaff +0 STR 1d6 Bludgeoning
 Versatile, Topple
Attacks

Spell Book

Species Traits



Tiefling

HUMANOID

Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.

Tiefling Traits

Size: Medium

Speed: 30ft

As a Tiefling, you have these special traits.

Darkvision You have Darkvision with a range of 60 ft.   Fiendish Legacy
Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of that legacy.
Infernal Legacy
You have resistance to Fire damage and you gain the spells outlined in the Fiendish Legacies table.
  Fiendish Legacy Spells
Intelligence
Fire Bolt(Cantrip)

Otherworldly Presence
Intelligence
You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses Intelligence.
Thaumaturgy(Cantrip)



Background



Hermit

Ability Scores: Constitution, Wisdom, Charisma

Feat: Healer

Skill Proficiencies: Medicine, Religion

Tool Proficiency: Herbalism Kit

Equipment: Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 GP; or (B) 50 GP

You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.

Features & Traits
Dagger, Quarterstaff, Oil, Backpack, Robe, Book, Herbalism Kit, Traveler's Clothes, Oil, Parchment, Bedroll, Tinderbox, Book, Lamp, Ink Pen, Ink

Equipment Copper: 100, Silver: 50, Electrum: 10, Gold: 10, Platinum: 0 Money
Common, Elvish, Common Sign Language

Languages & Proficiencies
Lalista lives life according to her whims. Every decision she makes is often based on emotion, though sometimes it’s rooted in her intelligence. Despite her isolation, she can be quite charming. Her irreverent attitude can sometimes be considered interesting or curious to people around her.

Personality Traits
Above all, Lalista desires to never be caged again. Its her driving motivatkon beyond all else. Besides that, she desires revenge against the bandits who ruined her life, but otherwise is content to take life as it comes, and do whatever interests her.

Ideals
Lalistas most prized possession is Sir Archemides spellbook. Its the instrument of her freedom, and will be the instrument of her revenge one day. Its beyond important to her, she will risk EVERYTHING to protect it.

Bonds
Lalista is, at her core, selfish. She wont go out of her way to sacrifice others for her own advancement or self interest, but if it comes down to the wire, and she has to choose between herself and others, shell most likely choose herself. Furthermore, her isolation has given her poor instincts and she tends to take things at face value. While she can be charming, shes also not a very good judge of character, and in the few months since her escape, this has almost gotten her in trouble a few times.

Flaws


™ & © 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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D&D Free Rules (2024)

Wizard

Core Wizard Traits
Primary Ability Intelligence
Hit Point Die D6 per Wizard level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training None
Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.   Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.   The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
Becoming a Wizard...
As a Level 1 Character:
  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.
As a Multiclass Character:
  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules to determine your available spell slots.
Class Features
As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.  
Level Proficiency Bonus Class Features Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Ritual Adept, Arcane Recovery 3 4 2 — — — — — — — —
2 +2 Scholar 3 5 3 — — — — — — — —
3 +2 Wizard Subclass 3 6 4 2 — — — — — — —
4 +2 Ability Score Improvement 4 7 4 3 — — — — — — —
5 +3 Memorize Spell 4 9 4 3 2 — — — — — —
6 +3 Subclass feature 4 10 4 3 3 — — — — — —
7 +3 — 4 11 4 3 3 1 — — — — —
8 +3 Ability Score Improvement 4 12 4 3 3 2 — — — — —
9 +4 — 4 14 4 3 3 3 1 — — — —
10 +4 Subclass feature 5 15 4 3 3 3 2 — — — —
11 +4 — 5 16 4 3 3 3 2 1 — — —
12 +4 Ability Score Improvement 5 16 4 3 3 3 2 1 — — —
13 +5 — 5 17 4 3 3 3 2 1 1 — —
14 +5 Subclass feature 5 18 4 3 3 3 2 1 1 — —
15 +5 — 5 19 4 3 3 3 2 1 1 1 —
16 +5 Ability Score Improvement 5 21 4 3 3 3 2 1 1 1 —
17 +6 — 5 22 4 3 3 3 2 1 1 1 1
18 +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 5 24 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 25 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

As a student of arcane magic, you have learned to cast spells.   Cantrips. You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.   When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.   Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.   The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.   Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.   Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.   The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.   If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.   Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.   Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.  
Expanding and Replacing a Spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.   Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.   Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Level 1: Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

Level 1: Arcane Recovery

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.   Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 2: Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Level 3: Wizard Subclass

You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

Level 5: Memorize Spell

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Level 18: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.   Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Signature Spells

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
Subclasses
A Wizard subclass is a specialization that grants you features at certain Wizard levels, as specified in the subclass.


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Homebrew

Tiefling

HUMANOID

Tiefling Traits

Size: Medium (about 120 - 250cm tall) or Small (about 60 - 120cm tall), chosen when you select this species

Speed: 30 feet (6 squares)

As a Tiefling, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet (12 squares).

Fiendish Legacy

You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.   When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).  
Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Otherworldly Presence

You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

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Level 0 Spells

Player's Handbook (2024)

Thaumaturgy

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 30 feet

Components: V

Duration: 1 minute

Description: You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
  Altered Eyes. You alter the appearance of your eyes for 1 minute.
  Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
  Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
  Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
  Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  Tremors. You cause harmless tremors in the ground for 1 minute.

Available For: Cleric

Player's Handbook (2024)

Elementalism

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 30 feet

Components: V, S

Duration: Instantaneous

Description: You exert control over the elements, creating one of the following effects within range.
  Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
  Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
  Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
  Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
  Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Available For: Druid, Sorcerer, Wizard

Player's Handbook (2024)

Fire Bolt

CANTRIP EVOCATION

Casting Time: Action

Range/Area: 120 feet

Components: V, S

Duration: Instantaneous

Description: You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.

Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 ( 2d10 ), 11 ( 3d10 ), and 17 ( 4d10 ).

Available For: Artificer, Sorcerer, Wizard

Player's Handbook (2024)

Mending

CANTRIP TRANSMUTATION

Casting Time: 1 minute

Range/Area: Touch

Components: V, S, M (two lodestones)

Duration: Instantaneous

Description: 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, but it can't restore magic to such an object.

Available For: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Player's Handbook (2024)

Prestidigitation

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 10 feet

Components: V, S

Duration: 1 hour

Description: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
  Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
  Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
  Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Available For: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Player's Handbook (2024)

Alarm

1ST ABJURATION

Casting Time: 1 minute or Ritual

Range/Area: 30 feet

Components: V, S, M (a bell and silver wire)

Duration: 8 hours

Description: You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
 
  • Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
  • Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

  • Available For: Artificer, Ranger, Wizard

    Player's Handbook (2024)

    Feather Fall

    1ST TRANSMUTATION

    Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls

    Range/Area: 60 feet

    Components: V, M (a small feather or piece of down)

    Duration: 1 minute

    Description: 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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

    Available For: Artificer, Bard, Sorcerer, Wizard

    Player's Handbook (2024)

    Illusory Script

    1ST ILLUSION

    Casting Time: 1 minute or Ritual

    Range/Area: Touch

    Components: S, M (ink worth 10+ GP, which the spell consumes)

    Duration: 10 days

    Description: You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
      If the spell is dispelled, the original script and the illusion both disappear.
      A creature that has Truesight can read the hidden message.

    Available For: Bard, Warlock, Wizard

    Player's Handbook (2024)

    Shield

    1ST ABJURATION

    Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

    Range/Area: Self

    Components: V, S

    Duration: 1 round

    Description: An imperceptible barrier of magical force 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

    Player's Handbook (2024)

    Witch Bolt

    1ST EVOCATION

    Casting Time: Action

    Range/Area: 60 feet

    Components: V, S, M (a twig struck by lightning)

    Duration: Concentration, up to 1 minute

    Description: A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
      On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
      The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.

    Using a Higher-Level Spell Slot: The initial damage increases by 1d12 for each spell slot level above 1.

    Available For: Sorcerer, Warlock, Wizard

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