Iados Mahari

Wizard 7 Class & Level
Scribe Background
Tiefling Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 12
+1
constitution 14
+2
intelligence 18
+4
wisdom 15
+2
charisma 10
+0
Total Hit Dice 7
Hit Die
1d6+2
+3 proficiency bonus
-1 Strength
+1 Dexterity
+2 Constitution
+7 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+7 Arcana
-1 Athletics
+0 Deception
+7 History
+5 Insight
+0 Intimidation
+10 Investigation
+5 Medicine
+4 Nature
+5 Perception
+0 Performance
+0 Persuasion
+7 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills Arcana Investigation History Insight proficiencies

 
15
Armor Class
45
Hit Points
+1
Initiative
30
Speed
Quarterstaff 1d20+1 1d6-1
Dagger 1d20+3 1d4+1
Attacks
Quarterstaff
Component Pouch
Explorers Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 13 Days of Rations, Waterskin, 50 Feet of Hempen Rope)
Spellbook
50 Gold Pieces
10 silver pieces
10 copper pieces
Bottle of Black Ink
Quill
Small Knife
Letter from a dead colleague posing a question I can't answer
Commoner Clothes
Amythst Goblet


Wight Bone Powder
Elven Chain
one diary
3 books from the library
Dust of disapperance
Red and Purple elegant cloak
Belt of silver and gold
Potion of Clairvoyance
Equipment
resistant to poison
Personality Traits
Common
Abyssal
Elven
Draconic
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

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 1 Spells

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.

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

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

You touch a willing creature who isn't wearing armor, 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 armor or if you dismiss the spell as an action

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

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Basic Rules

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self (15 ft)
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard

SRD

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 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: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Level 2 Spells

Shatter

2-level Evocation

Casting Time: 1 Action
Range/Area: 60 ft.
Components: Verbal, Somatic, Material
Materials: A chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half that much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 242

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Duration: Concentration, Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2*D6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1*D6 for each slot level above 2nd.
Available for: Artificer (Alchemist), Druid, Wizard

Enchantment Magic

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: a tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
  The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

alhow6525.

Statblock Type

Character Sheet (Legacy)

Link/Embed