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Thordin Blastmark

12 Level (26500/120000 XP for level-up) Architect Background Mountain Dwarf Race / Species / Heritage Lawful Good Alignment
Artificer
Level 12
Hit Dice: 12/12
1d8+4 Class 1

STR
18
+4
DEX
10
+0
CON
18
+4
INT
12
+1
WIS
8
-1
CHA
14
+2
135
Hit Points
+0
Initiative (DEX)
21
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
_ / 6
Infused Items
_ / 4
Repulsion Shield
_ / 5
Spell Gems
Spellcasting ...
+5 Attack mod
INT Ability
+1 Abi Mod
13 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+3 Dexterity
+8 Constitution
+5 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+2 Deception CHA
+1 History INT
-1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+9 History (Stonework) INT
skills
-1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+0 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +9 STR 1d8+1+4 bludgeoning
 2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60)
Thunder Gauntlet +8 STR 1d8+4 thunder
 hits impose disadvantage on attack rolls against targets other than you until the start of your next turn
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 minute touch Instantaneous V,S,M
Ray of Frost +5 1 Action 60 ft Instantaneous 3d8 V,S
 Notes:reduce speed by 10
Fire Bolt +5 1 Action 120ft Instantaneous 3d10 V,S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 V,S
 Notes:Armor Spell always prepared.
Shield 1 Reaction self 1 round V,S
 Notes:Armor Spell always prepared. Block Magic Missiles, +5 AC
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 V,S
Faerie Fire 1 Action 60ft Concentration, 1 minute V
 Notes:20ft cube around target point glows. Advantage against targets in area & no invisibility

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
 Notes:Armor Spell always prepared.
Mirror Image 1 Action self 1 minute V,S
 Notes:Armor Spell always prepared. when attacked roll D20. hit mirror on 6+, 8+, 11+. mirror AC=10+Dex
Shatter +5 1 Action 60 ft Instantaneous 3d8 V,S,M
 Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
Conjure Chains +5 1 action 90 ft Concentration, 1 minute V,S,M
 Notes:target < Huge & a point within 5ft. Str check target. no reactions & can't move more than 10ft from point. Athletics check to break at disadvantage
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
Enhance ability 1 Action Touch Concentration, 1 hour V,S,M
 Notes:advantage on a ability check. If Con also 2d6 temp hp, if Str double carry cap, if dex no damage for falling 20ft

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
 Notes:Armor Spell always prepared.
Shatter +5 1 Action 60 ft Instantaneous 3d8 + V,S,M
 Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
Hypnotic Pattern 1 Action 120 ft 1 minute, Concentration S,M
 Notes:Armor Spell always prepared. Wis save, 30ft cube incapacitated & 0 speed if failed
Lightning Bolt 1 Action 100 ft Instantaneous 8d6 V,S,M
 Notes:Armor Spell always prepared. Dex save
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
Darkvision (60ft), Extra Attack, Stonecunning,
Dwarven Resilience - poison resistance, advantage on poison saving throws
Dwarven Combat Training - cannot be flanked if can see an ally within 15ft
Dwarven Armor Training - no speed penalty from heavy armor, no penalty for sleeping in heavy armor
Weapon Throwing Expert - your weapons gains thrown range 20/60. double range if weapon already has thrown
Shield Master - B.Action shove 5ft w/ Attack Action, Reaction no damage on a successful DEX explosion save.
Artificer (Armorer):

  • Flash of Genius - (INT mod/rest) When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

  • Spell Storing Item - (1/rest) touch an item, store a 1st or 2nd level spell in it. While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier or until you use this feature again.

  • Defensive Field - B.Action gain temp hp = to class lvl. lose these hp when you doff armor.

  • Magic Item Adept - Can attune to 4 items

  • Artificer Infusions:

  • 1. Replicate Item: Boots of Speed

  • 2. Repulsion Shield

  • 3. Returning Weapon

  • 4. __________________

  • 5. __________________

  • 6. __________________

  • 7. __________________

  • 8. __________________



Features & Traits
Adult Blue Dragon Horn, Broken Artillerist Cannon, Spell Gems (lvl5 x2, lvl4 x3, lvl3 x4, lvl2 x5, lvl1 x6),
Returning Adamantine Warhammer - +1 to hit and damage, immediately returns to hand when thrown
[Attune] Steel Repulsion Shield - REACTION: after being hit in melee, spend 1 charge: push attacker 15ft away. 4 charges (1d4/dawn)
[Attune] Boots of Speed - BONUS ACTION: double walking speed, opportunity attacks disadvantage.
Bracers of Spellcasting - 5 gem slots. 1 gem = 1 spell slot of equivalent level.
Mithril Heavy Plate Power Armor

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2000, Platinum: 0 Money
Make a Spell-Storing Item every Long Rest (1st or 2nd lvl spell)
Spellcasting

  1. Common, Dwarven

  2. Smith's Tools, Battleaxe, Handaxe, Light Hammer, Warhammer, Light Armor, Medium Armor, Heavy Armor, Tinker's Tools, Mason's Tools, Jewler's Tools



Languages & Proficiencies
Quarter Ur-Daniren. (May be able to awaken the races latent abilities.)

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.

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

Warhammer

Weapon

Common

Versatile

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Bludgeoning

Cost: 15 GP
Weight: 2 lbs

Player's Handbook p144

Shield, +1

Armor (Shield)

Uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.


A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.


Type AC STR Req. Stealth Dis.
Shield 3 No

Cost: 500gp
Weight: 6 lbs

DnD 5e PHB

Plate

Armor (Heavy)

Common

Type AC STR Req. Stealth Dis.
Heavy 18 15+ Yes

Cost: 1500gp
Weight: 65 lb

Boots of Speed

Wondrous Item

Rare Requires Attunement

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
  When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.


Bracers of Spellcasting

Wondrous Item

Common

These bracers are offered free of charge to all Barbarians, Fighters, Monks, and Rouges that attend Strixhaven. Each bracer is adjustable based on size and can be made to fit over other bracers.
Around the Bracer are five metal settings that fit different gems.
The gems used by this bracers are specially created synthetic gems that are infused with varying levels of magic.
A student with knowledge of a spell may use the bracer and a gem of the corresponding level to cast that spell.
the gem is consumed in the casting.
The bracer itself counts as a spell focus in determining necessary material compents

Each gem costs a certain amount of gold depending on the spell level

level 1 - 25gp
level 2 - 50gp
level 3 - 75gp
level 4 - 150gp
level 5 - 300gp
level 6 - 600gp
Gems after level 6 are only available to alumni and even then only under special circumstances


The statblocks of your class features

Darkvision

Elf, Half-Elf, Dwarf, Gnome, Orc, Half-Orc, Tabaxi, Kobold Races

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.


 

Dwarven Training

Dwarf

Weapon training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. You cannot be flanked whle wielding a weapon you're proficient with, if you can see an allied combatant that can understand you and is positioned within 15 feet of you.   Armor training. It takes you half the time to put on or take off your heavy armor. Your speed is not reduced while wearing heavy armor. You incure no penalties for sleeping with heavy armor.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's Tools, Brewer's Supplies, or Mason's Tools.

Stonecunning

Dwarf

Whenever you make any Intelligence check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Weapon throwing expert

Universal power, 4th level

You've become quite good at the art of grabbing weapons and throwing them.   When you choose this power, every weapon you wield has the thrown propertiy and a range of 20/60. Your range with weapons that already had the thrown property is doubled.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
   

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't Incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 

Artificer Armorer


Hit Points

Hit Dice: d8 per Artificer Armorer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

Proficiences

Armor: All light, medium, shields
Weapons: All simple
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Overview & Creation

Level Prof. Bonus Features Infusions Infused Items Cantrips 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist feature 4 2 2 4 2
6th +3 Tool Expertise 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist feature 6 3 2 4 3 2
10th +4 Magic Item Adept 8 4 3 4 3 2
11th +4 Spell Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

 


Class Features

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use the feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.  

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.  

Infusions Known

When you gain this feature, you learn four artificer infusions of your choice. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.  

Infusing an Item

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.  
  • Alchemist
  • Artillerist
  • Battle Smith
 

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:  
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
 

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus, and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.  

Magic Item Savant

At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
 

Magic Item Master

At 18th level, you can attune to up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

 


Starting Equipment

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • Thieves' tools and a dungeoneer's pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through mundane items or outlandish inventions.  

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus — specifically thieves' tools or some kind of artisan's tool — in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.  

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.  

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell Attack modifier = your proficiency bonus + your Intelligence modifier  

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities  

Tools of the Trade

3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Armorer Spells

3rd-level Armorer feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level Spell
3rd Magic Missile, Shield
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Invisibility
15th Passwall, Wall of Force

Power Armour

3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.   You gain the following benefits while wearing the power armor:
  • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
  • You can use the power armor as a spellcasting focus for your artificer spells.
  • The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be power armor until you doff it, you don another suit of armor, or you die.  

Armor Model

3rd-level Armorer feature You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.   Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian You design your armor to be in the frontline of conflict. It has the following features
Thunder Gauntlets Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
Infiltrator You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps Your walking speed increases by 5 feet.
Second Skin The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

Extra Attack

5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn.  

Armor Modifications

9th-level Armorer feature You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.  

Perfected Armor

15th-level Armorer feature Your power armor gains additional benefits based on its model, as shown below.   Guardian: Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.   Unless an infusion's description says otherwise, you can't learn an infusion more than once.  

Boots of the Winding Path

Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.  

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)   While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Defense

Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Weapon

Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.  

Homunculus Servant

Prerequisite: 6th-level artificer A gem worth at least 100gp   You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.   You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands.   In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.  

Radiant Weapon

Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.  

Replicate Magic Item

Prerequisite: See below   Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells the level you must be in the class to choose an item from the table.   In the tables, an item's entry tells you whether the item requires attunement. See the item's description for more information about it, including the type of object required for its making.  

2nd-Level Artificer

Item Attunement
Alchemy Jug No
Armblade Yes
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Prosthetic Limb Yes
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No

6th-Level Artificer

Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No
Wand Sheath Yes

10th-Level Artificer

Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Ventilating Lungs Yes
Winged Boots Yes

14th-Level Artificer

Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defense Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes

Repulsion Shield

Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

Resistant Armor

Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  

Returning Weapon

Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Mountain Dwarf

Ability Score Increase +2 CON, +2 STR
Size Medium
Speed 25ft

Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison.
Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Dwarven Armor Training: You have proficiency with light and medium armor.

Languages. Common, Dwarven

Statblocks for companions, followers and other allies.

Erensil Goldleaf

13 Level (40900/140000 XP for level-up) Sage Background High Elf Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 13
Hit Dice: 13/13
1d6+0 Class 1

STR
8
-1
DEX
20
+5
CON
10
+0
INT
20
+5
WIS
14
+2
CHA
12
+1
124
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
17
Passive Perception
_ / 5
Bladesong
_ _ / 100
Wand of Writing
_ _ / 60
Arrows
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
-1 Strength
+5 Dexterity
+0 Constitution
+10 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+10 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
-1 Athletics STR
+1 Deception CHA
+10 History INT
+7 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+7 Perception WIS
+6 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
LongBow +10 DEX 1d8+5 piercing
 ranged (150/600ft), ammunition, heavy, two-handed
Dancing Longsword +10 DEX 1d8+5 piercing
 Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack.
Moon-Touched Longsword +10 DEX 1d8+5 slashing
 Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light
Handaxe -1 STR 1d6-1 Slashing
 Light, Thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green-Flame Blade 1 Action 5 ft Instantaneous 2d8 V,M
 Notes:As part of the cast, make a melee attack. On a hit, green flame leaps to a different visible creature within 5 feet of it. The second creature takes 2d8 +spell mod fire damage.
Booming Blade 1 Action 5 ft 1 Round 2d8 V,M
 Notes:As part of the cast, make a melee attack. 3d8 thunder damage if the target willingly moves b4 your next turn.
Mind Sliver 1 Action 60 ft 1 Round 3d6 V
 Notes:INT save. fail: damage + reduce next saving throw by 1d4 b4 the end of your next turn. success no damage or effects
Mage Hand 1 Action 60 ft 1 minute
 Notes:telekinetic: no VS, hand is invisible. You can use your action to control the hand to: open something, use an object, pour a vial, move an object 10lbs or less
Shocking Grasp 1 Action Touch Instantaneous 3d8 V,S
 Notes:As part of the cast, make a melee attack (advantage on the roll against metal armor). Target can't take reactions until the start of its next turn
Prestidigitation 1 Action 10 ft 1 Hour V,S
 Notes:make: a minor sensory effect, light or snuff candle/torch/campfire, clean or soil a 1ft cube, chill/warm/flavor something, a color/small mark/ symbol on something, or a trinket/illusory image that fits in your hand.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield 1 Reaction Self 1 round V,S
 Notes:+5 AC until the start of your next turn. take 0 damage from Magic Missile
Mage Armor 1 Action Touch 8 hours V,S,M
 Notes:touch a willing unarmored creature. Base AC = 13 + its DEX mod. The spell ends if the target dons armor or if you dismiss the spell as an action
Longstrider 1 Action Touch 1 hour V,S,M
 Notes:The target's speed increases by 10 feet until the spell ends. extra target per upcast level

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step 1 Bonus Action 30 ft Instantaneous V
 Notes:teleport
Web 1 Action 60 ft Concentration, 1 Hour V,S,M
 Notes: webs fill a 20-foot cube. webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Mirror Image 1 Action Self 1 Minute V,S
 Notes:3 illusion duplicates appear. When attacked roll d20 to determine what's hit. 6+, 8+, then 11+ to shift target to duplicate. duplicate's AC = 10 + DEX mod.
Tasha's Mind Whip 1 Action 90 ft 1 Round 3d6 V
 Notes:Target makes an Int saving throw. On a fail, they take 3d6 psychic damage, and can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only 1 of the 3. On a successful save, the target takes half damage

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Haste 1 Action 30 ft Concentration, 1 minute V,S,M
 Notes:Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
Counterspell 1 Reaction 60 ft Instantaneous S
 Notes:If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Int check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Upcast to interrupt spells of equal or lower level.
Slow 1 Action 120 ft Concentration, 1 minute V,S,M
 Notes:Up to 6 creatures of your choice within a 40ft cube must succeed on a Wis save or their speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Polymorph 1 Action 60 ft Concentration, 1 hour V,S,M
 Notes:Transform target into a beast of = or lower challenge rating or level. An unwilling creature must make a Wisdom saving throw to avoid the effect.
Dimension Door 1 Action 500 ft Instantaneous V
 Notes:Can teleport with up to one additional creature. If you don't land in an unoccupied space, you and any creature traveling with you each take 4d6 force damage and you fail to teleport.
Vitriolic Sphere 1 Action 150ft (20ft) Instantaneous 10D4 V,S,M
 Notes:Materials: a drop of giant slug bile. You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels: When you cast this spell using a higher level spell slot, the initial damage increases by 2d4 for each slot level.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Wall of Force 1 Action 120 ft Concentration, 10 minutes V,S,M
 Notes:create 10 snaking 10x10ft panels, a 10ft radius dome, or sphere of impassable force 1/4in thick. immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly. blocks ethereal plane
Bigby's Hand 1 Action 120 ft Concentration, 1 Minute V,S,M
 Notes:AC 20, same hp as caster object. Str 26, Dex 10. See hand table for options.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Scatter 1 Action 30 ft Instantaneous V
 Notes:target up to 5 creatures (Wis save if unwilling) and teleport them to a visible space within 120ft on the ground.
Sunbeam 1 Action 60 ft Concentration, 1 Minute 6d8 V,S,M
 Notes:60ft line. Succeed Con save or take radiant damage and be blinded (undead and ooze disadvantage). Action to make new lines. Creates 30ft of bright sunlight & 30ft of dim sunlight.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
1 Action Self (120ft) 1 Hour 4D12 V,S
 Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Elf Weapon Training, Darkvision (60ft), Keen Senses,
Tough - +2hp per level
Elven Accuracy - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fey Ancestry - advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Mind - always know North, hours 'til sunrise/sunset, can recall anything you've seen or heard in the last month
Mobile - when you dash: difficult terrain doesn't cost you extra movement on that turn; after a melee attack: you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Telekinetic - B.Action shove a creature you can see within 30ft: target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Warcaster - advantage on concentration CON saves; can do spell somatics on weapon handles; you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Researcher - When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Wizard/Bladesinger (Longsword) -

  • 1. Bladesong (proficiency bonus/rest) - B.Action (lasts 1 minute or 'til incapacitated): +INT mod to AC; walking speed +10ft; advantage on Acrobatics; +INT mod to concentration saves.

  • 2. Extra Attack - can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

  • 3. Song of Defense - When you take damage during Bladesong, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.



Features & Traits
[Attuned] Dancing Longsword, Moon-Touched Longsword, Longbow, Enduring Spellbook, Arcane Focus (ring), Efficient Quiver, Arrows (50), Component Pouch, 1/3 Adult Blue Dragon Wing leather, 2 Hp Potions, 3 Blue Pins, Handaxe,
Wand of Writing - When transcribing spells into a spellbook, you may spend a charge from this wand to reduce the time by 1 hour. You cannot reduce the time below the spells level. Max 100 charges.
Mark of a Bladesinger - Bonus action:

  • When the holder activates this mark, a level 2 Shadow Blade is summoned to their hand: This magic sword lasts 1 minute. 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.

  • When the holder activates this mark: if they have exhausted all of their daily uses of "Blade Song," they regain a use that will last 30 seconds.



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1660, Platinum: 0 Money
Common, Draconic, Elvish, Gnomish, Sylvan,
Longsword, Longbow, Shortsword, Shortbow, Dagger, Perception, Light Armor

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.

Tsunaku

16 Level (154300/225000 XP for level-up) Guardian Background Dralec Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 16
Hit Dice: 16/16
1d12+7 Class 1

STR
27
+8
DEX
15
+2
CON
25
+7
INT
8
-1
WIS
21
+5
CHA
16
+3
268
Hit Points
+2
Initiative (DEX)
21
Armor Class (AC)
+5
Prof. Bonus
40/-/70
Speed (walk/run/fly)
20
Passive Perception
_ / 2
Action Surge
_ _ / 21/42
Days of Food
_ _ / 100
Dau-En Charge
_ / 6
Superiority Dice (D10)
_ - _ / 7
Unleash Incarnation/Reclaim Potential
_ / 4
Second Wind
+10 Expertise Bonus
+5 Proficiency Bonus
+13 Strength
+2 Dexterity
+12 Constitution
-1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+13 Athletics STR
+3 Deception CHA
-1 History INT
+10 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+10 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +13 STR 3d10+8 Piercing
 reach 10ft, extra 2d10 against Large or bigger creatures
Claw & DK Longsword +13 STR 2d6+8 Slashing
 reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile
Claw & Sword of Sharpness +13 STR 2d6+8 Slashing
 reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile
Tail & Hammers +13 STR 2d8+8 Bludgeoning
 Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each
Fire Breath +7 CON 7d6 Fire
 15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof
Lightning Breath +7 CON 5d10 Lightning
 30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof
Attacks
Breath Weapons: when you take an Attack Action, you can replace 1 of the attacks with a use of a breath weapon. Each breath can only be used once per round. Each weapon has a number of uses/long rest = to your Proficiency Bonus
Fighting Style (Dual Wielding) - if Attack Action, make a single additional attack with off-hand weapon.
Second Wind - (4/rest) On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Action Surge - (2/rest) On your turn, you can take one additional action. Must be: Attack, Dash, Disengage, or Dodge.
Improved Extra Attack - you can attack thrice, instead of once, whenever you take the Attack action on your turn.
Indomitable - (1/rest) reroll a saving throw that you fail, add fighter level to new roll, must accept new roll.
Know Your Enemy - Action!/Bonus Action! target in 60ft, reveals if it has >,=, or < AC, Hp, Prof, Levels, Str, Dex, or Con. Once per target.
Unconquerable - if 0 indomitable & failed save, spend a second wind to gain both features.
Subclass (Echo Knight):
1. Manifest Echo - B.Action! make an echo within 15ft. AC= 14+Con mod, 1Hp. Echo can use maneuvers. B.Action! switch locations with Echo for 15ft of movement. Each attack can come from you or the Echo.
2. Unleash Incarnation (7/rest) - make an extra attack from your Echo when using an Attack Action.
3. Echo Avatar - Action! see and hear through the Echo. Can only last for 10 minutes/use. Can't go more than 1,000ft.
4. Shadow Martyr (1/rest) - Reaction! teleport your Echo within 5ft of an ally you can see when attacked. Echo is the new target.
5. Reclaim Potential (7/rest) - when Echo is destroyed, gain temp HP = Superiority Die + Con mod.

Maneuvers: (1/Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier) 21 / 15
1. Concussive Blow - hit with a melee attack, spend a Superiority Die, and force the target to make a Constitution saving throw. On a fail, the target suffers the following effects until the beginning of your next turn: Its speed is reduced to 0, It can speak only falteringly, It cannot take actions, bonus actions, or reactions, & It has disadvantage on Dexterity saving throws.
2. Crushing Strike - hit with a melee weapon attack, spend a Superiority Die and force it to make a Constitution saving throw. On a fail, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.
3. Execute - In place of an attack, spend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.
4. Feat of Strength - When you make a Strength or Constitution-based ability check or saving throw, you can spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.
5. Feinting Attack (Echo Knight Maneuver) - spend one Superiority Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the Superiority Die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
6. Goading Attack - hit a creature with a weapon attack, spend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the attack's damage roll, and the target must make a Wisdom saving throw. On a fail, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
7. Heroic Will (Echo Knight Maneuver) - Whenever you make an Intelligence, Wisdom, or Charisma saving throw, spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.
8. Intimidating Command - As a bonus action, spend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.
9. Lunging Attack - make a melee weapon attack on your turn, spend one Superiority Die to increase your reach for that attack by 5 feet. If you hit, you add the Superiority Die to the attack's damage roll.
10. Menacing Shout - bonus action, spend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The fear effect ends early for the target if the frightened creature sees you take damage of any kind.
11. Rally - bonus action and spend one Superiority Die to bolster the resolve of one of your companions. Choose a friendly creature who can see or hear you, it gains temporary hit points equal to the Superiority Die roll + your Charisma modifier.
12. Scholar's Insight (Echo Knight Maneuver) - spend a Superiority Die and add it to your roll for an Arcana, Nature, or Religion check. You can use this maneuver after you roll, but before you know if you succeed or fail.
13. Trip Attack - hit a creature with a weapon attack, spend one Superiority Die. Add the Superiority Die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
14. Whirlwind Slash (Echo Knight Maneuver) - In place of an attack, spend a Superiority Die and force each creature within range of a melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save.

Advanced Maneuver: (2/rest)
1. Disorienting Blow - hit with a melee weapon attack, spend a Superiority Die, the target takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute: Its speed is halved, It cannot take reactions, Its Armor Class is reduced by 2, Its Dexterity saving throw bonus is reduced by 2, On its turn it can only take an action or a bonus action, It cannot make more than one attack during its turn.
2. Heroic Focus (Echo Knight Maneuver) - bonus action, spend a Superiority Die, you must concentrate. For the next minute, or until you lose your concentration, you gain the following benefits: Your speed is doubled; You gain a +2 bonus to your Armor Class; You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. This maneuver's effects do not stack with Haste.

Heroic Maneuver: (1/rest) Sundering Strike - In place of an attack, spend a Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.

Legendary Maneuver: (1/rest)

Features & Traits
Dau-En Heart of Tora, 2x Fansword of the Aneans, 2x Anean Thunder Hammer, Crown of Beast Speech, Sigil of an Echo Knight, Adult Blue Dragon Skull (Hornless), Kami Crystal, Death Knight Longsword, [Attuned] Longsword of Sharpness

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Dralec
Proficiencies: Greatswords, Warhammers, Relic Beam, Longswords, __________

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.

Soveliss

14 Level (20900/165000 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 11
Hit Dice: 11/11
1d10+1 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+1 Class 2

STR
12
+1
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
16
+3
CHA
11
+0
101
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
18
Passive Perception
_ / 1
Action Surge
_ / 2
Second Wind
_ / 2
Superiority Dice (d6)
_ / 1
Ethereal Step
_ / 3
Arcane Shot
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+6 Strength
+8 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Emerald Dragon's Wrath Longbow (Wakened) +12 DEX 2d8+2+3 Piercing
  2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save
Sunblade +10 DEX 1d8+4+3 Slashing
 versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druid cantrip
Druid cantrip

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Protection from Evil and Good 1 Action Touch Concentration, 10 minutes V,S,M
 Notes:Horizon Walker Spell
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 V,S
Goodberry 1 Action Touch Instantaneous 1 V,S,M
Reaction Self 1 Round 1d6 S
 Notes:when you take acid, cold, fire, lightning, or thunder damage

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Misty Step 1 Bonus Action Self Instantaneous V
 Notes:Horizon Walker Spell
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 V,S,M
 Notes:Upcasting adds 2 arrows/level
Spike Growth 1 Action 150ft Concentration, 10 minutes 2d4 V,S,M

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 + V,S,M
 Notes:Upcasting adds 2 arrows/level
Haste 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Horizon Walker Spell
Flame Arrows 1 Action Touch Concentration, 1 hour 1d6 V,S
Conjure Barrage 1 Action Self (60ft) Instantaneous 3d8 V,S,M
Darkvision (60ft), Detect Portal (1 mile), Extra Attack,
Mask of the Wild - can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Favored Enemy (Fiend) / Greater Favored Enemy (Fey) - +4 damage; advantage to tracking and information recall rolls; advantage on spell & ability saving throws from the greater
Natural Explorer (Forest, Mountain, Underdark) - advantage on initiative; ignore difficult terrain; (1st round) advantage against creatures that haven't acted yet
Fighting Styles (Archery/Dueling) - +2 to ranged weapon attack rolls / +2 damage with 1-handed melee weapon attacks
Primeval Awareness - can communicate simple ideas to a beast as an action, and can read its basic mood and intent
Land’s Stride - moving through nonmagical difficult terrain costs you no extra movement; pass through nonmagical plants without being slowed or taking damage; advantage on saving throws against plants that are magically created or manipulated.
Hide in Plain Sight - when hiding, if you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected
Planar Warrior - B.Action choose a creature within 30ft, your next hit on that creature is all Force damage + 2d8 bonus damage
Ethereal Step - (1/rest) B.Action shift to the ethereal plane for 6 seconds: you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
Distant Strike - When you use the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Second Wind (2/rest) - B.Action heal 1d10 + fighter level
Action Surge (1/rest) - take an additional action, must be: Attack, Dash, Disengage, or Dodge.
Sharpshooter - no disadvantage on long range attacks; ranged attacks ignore 1/2 and 3/4 cover; optional -5 to hit for +10 damage.
Maneuvers: (1/ Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier)

  1. Goading Attack - hit with a attack, sxpend Superiority Die to goad target. Add the Superiority Die to the damage roll, and the target makes a Wis saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the end of your next turn.

  2. Parry - when damaged in melee, REACTION! reduce damage by Superiority Die + DEX mod.

  3. Precision Attack (Arcane Archer) - add a Superiority die to a Hit roll. Can be used after rolling but b4 success or fail is known.

  4. Quick Toss - bonus action throw a throwable weapon, add superiority die to damage.

  5. Scholarly Insight (Arcane Archer) - add a Superiority Die to an Arcana, Nature, or Religion check. Can be used after rolling but b4 success or fail is known.

  6. Trip Attack - hit with weapon: + Superiority Die to damage, < Huge Strength save or go prone.


Arcane Shots: (1/turn) (DC = 8 + proficiency bonus + wisdom modifier)

  1. Bursting Arrow - arrow explodes on impact. all creatures within 10ft of target take 2 superiority die force damage.

  2. Grasping Arrow - target takes 2 superiority die poison damage, loses 10ft of speed, & 2 superiority die slashing damage when it moves. Athletics check by creature or its ally to remove. lasts 1 minute.



Features & Traits
[Attuned] Emerald Dragon's Wrath Longbow (Wakened), Sun Blade, [Attuned] Necklace of Adaptation, Quiver of Ehlonna, Arrows (x50), Adamantine Arrows (x4), Arrow of Fey Slaying, Arrow of Fiend Slaying, Arrow of Undead Slaying, Arrow of Slaying [unidentified] (x3), Bag of Holding, Studded Leather Armor, Rope of Mending (50 feet), pitons (x10), waterskin, rations (x10), healer's kit (x10), Heward's Handy Spice Pouch, Shawm, backpack, hempen rope (50 feet), crowbar, hammer, torches (10), tinderbox, tent, iron pot, shovel, bucket, cook's utensils, Component Pouch, Displacer Beast hide (x1.5), Knarloc Teeth (x5), Knarloc Claws (x3), Adult Blue Dragon Scales (x40), thunderherder teeth (x39), thunderherder scales (3ftx4ft x2), Suzerain Challenge Invite,
Horizon Walker Badge (x2) (10min/rest)- B. Action: extra attack for 30 second. Ethereal Step as reaction and lasts 24 seconds.
Eyes of Night (x2) - once per dawn! with a bonus action roll a d6, create 50ft radius non-magical darkness. On a 1, the eye breaks.
Sigil of an Arcane Archer - +1 Int/Wis mod, extra Arcane Shots, more Arcane Shots per action

Equipment Copper: 95, Silver: 92, Electrum: 0, Gold: 898, Platinum: 0 Money
Languages:
* Common, Elvish, Sylvan, Gnomish, Abyssal
Proficiencies:
* Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Shawm, Shortswords, Longswords, Shortbows, Longbows

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.

Niialla

18 Level (38730/305000 XP for level-up) Background Silver Dragon Race / Species / Heritage Lawful Good Alignment
Sorcerer
Level 18
Hit Dice: 18/18
1d12+7 Class 1

STR
27
+8
DEX
10
+0
CON
25
+7
INT
16
+3
WIS
13
+1
CHA
21
+5
251
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
40/-/80
Speed (walk/run/fly)
17
Passive Perception
_ / 6
Breath Weapons
_ _ _ , _ _ _ , _ _ _ / 1,000/10,000/100,000
hoard size
_ _ / 18
Sorcery Points
_ / 1
Favored by the Gods
_ / 1
Unearthly Recovery
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+8 Strength
+6 Dexterity
+13 Constitution
+3 Intelligence
+7 Wisdom
+11 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+8 Athletics STR
+5 Deception CHA
+9 History INT
+1 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+7 Medicine WIS
+3 Nature INT
+13 Perception WIS
+5 Performance CHA
+11 Persuasion CHA
+9 Religion INT
+0 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +14 STR 2d10+8 Piercing
 reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure.
Silvered Sickle Claw +17 STR 2d6+3+8 Slashing
 reach 5ft, Silvered, Always make 2 attacks with this weapon
Tail +14 STR 2d8+8 Bludgeoning
 reach 15ft
Cold Breath +5 CHA 11d8+3 Cold
 60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed
Paralyzing Breath +5 CHA Paralyzed
 60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Frostbite 1 Action 60 ft Instantaneous 4d6+3 V,S
 Notes:Cause numbing frost to form on one creature that you can see. The target must make a Con save. On a fail, the target takes 4d6+3 cold damage & it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Ray of Frost +11 1 Action 60 ft Instantaneous 4d8+3 V,S
 Notes:A frigid beam of blue-white light streaks toward a target. Make a ranged spell attack. It takes 4d8+3 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Guidance 1 Action 30 ft Concentration, 1 minute V,S
 Notes:touch a willing creature. Once b4 the spell ends, the creature adds a 1d4 to an ability check. The die can be added b4 or after rolling the check but b4 success is known.
Spare the Dying 1 Action touch Instantaneous V,S
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
 Notes:target heals d4 + casting modifier. No effect on undead or constructs. upcast: heal an extra 1d4 per level
Shapechange 1 Bonus Action Self Concentration, 1 hours S
 Notes:"at will". You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number o f hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Feather Fall 1 Reaction 60 ft 1 minute V,M
 Notes:up to 5 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.
Ice Knife +11 1 Action 60 ft Instantaneous 2d6+3 S,M
 Notes: 1d10 piercing damage to the target. All creatures within 5ft take cold damage on failed Dex Save. upcast: deal an extra 1d6 cold per level
Silvery Barbs 1 Reaction 60 ft Instantaneous V
 Notes:when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw: magically distract the triggering creature, it must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range. 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.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Gust of Wind 1 Action 60 ft 1 Minute V,S,M
 Notes:A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a STR saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
1 Action 30 ft Instantaneous 3d8+3 S,M
 Notes:Each creature in a 30-foot cone must make a CON save. On a failed save, a creature takes 3d8+3 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. upcast: deal an extra 1d8 cold per level

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
 Notes:6 targets in range heal d4 + casting modifier. No effect on undead or constructs.; upcast: heal an extra 1d4 per level

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Storm 1 Action 300 ft Instantaneous 2d8 V,S,M
 Notes:also deals 4d6+3 cold damage. 20-foot-radius, 40-foot-high cylinder. Dex save for half damage. Hail turns the area into difficult terrain until the end of your next turn. upcast: deal an extra 1d8 bludgeoning per level
Freedom of Movement 1 Action Touch 1 Hour V,S,M
 Notes:For the duration, the target’s movement is unaffected by difficult terrain, and spells & other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Level 5 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Greater Restoration 1 Action Touch Instantaneous V,S,M
 Notes:consumes 100gp of diamond dust. touch a creature with positive energy for 1 of the following: reduce the target's exhaustion level by one, End an effect that charmed or petrified the target, End a curse, including the target's attunement to a cursed magic item, End a reduction to an ability score, End an effect reducing the target's hit point maximum
Legend Lore 10 Minutes Self Instantaneous V,S,M
 Notes:Dragon Sickle. (consumes at least 250gp of incense. 4 ivory strips at least 50gp each.) Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Planar Ally 10 minutes 60 ft Instantaneous V,S
 Notes:beseech an otherworldly entity for aid. The being must be known to you, it sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name w hen you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Investiture of Ice 1 Action Self Concentration, 10 minutes 4d6+3 V,S
 Notes:cold immunity, fire resistance. move across ice or snow difficult terrain for 0 extra movement. ground in a 10-ft radius is difficult terrain. (radius moves with you.) Action create 15-ft cone Con save, 4d6+3 cold damage. A creature that fails its save against this effect has its speed halved until the start of your next turn.
True Seeing 1 Action Touch 1 Hour V,S,M
 Notes:consumes 25gp ointment of mushroom powder, saffron & fat. Willing creature gains the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
1 Bonus Action 60 ft Concentration, 1 Minute V,S,M
 Notes:Dragon Sickle. Create a field of silvery light that surrounds a creature of your choice within range. Bonus Action move the field to another creature within 60 ft of the field. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains half cover, acid, cold, fire, lightning & poison resistance, and Evasion.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Plane Shift +11 1 Action Touch Instantaneous V,S,M
 Notes:requires a durable material from the target plane. You & up to 8 willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Conjure Celestial 1 minute 90 ft Concentration, 1 Hour V,S
 Notes:summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. Upcast: with 9th level slot creature can be CR 5 or lower

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Cold Immunity, Blindsight 60ft, Darkvision 120ft, (Divine Soul) Sorcerer,
Favored by the Gods (1/rest) - If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total.
Empowered Healing (1/turn) - when you or an ally in 5ft rolls dice to heal, 1 sorcery point to reroll any number of those dice.
Unearthly Recovery (1/rest) - bonus action! heal half max health, when below half health.
Metamagic:
Distant Spell (1) double range, touch = 30ft
Extend Spell (1) double duration
Quickened Spell (2) 1 action cast time becomes 1 bonus action
Twinned Spell (X spell's level) target 1 extra creature with single target spell, 1 point for cantrips
Cloudwalking - You are able to interact with clouds & fog as if they were physically dense objects, at will.
Dragon Breath Weapon - When you take an Attack action, you may replace 1 of you weapon attacks with your draconic breath weapon. You may use this ability a number of times equal to your proficiency bonus recharging uses after a long rest.
Cold Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). Roll a number of D8 s equal to your Charisma modifier + your proficiency bonus. Creatures that fail their save suffer cold damage equal to your roll, or half that damage rounded down on a success.
Paralyzing Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). The creature is Paralyzed for a minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Font of Magic - you have X sorcery points = your sorcerer level regained at the end of a long rest. In addition to metamagic options, you can use a bonus action to convert sorcery points into spell slots of level 5 or lower. Conversion table below:
Spell Slot Sorcery Points
       1                2
       2                3
       3                5
       4                6
       5                7

Features & Traits
Silvered Sickle Claw [Attuned] - while attached to a dragon's claw, this silvered +3 sickle grants the dragon an extra claw attack when they make a claw attack with their Attack Action. Increase all cold damage the holder does by +3, and all healing the holder does by d4 . You may also cast Fizban's Platinum Shield and Legend Lore once per day each.
Silver Dragon Breath Enhancer [Attuned] - while attached to a Silver Dragon's jaw the dragon's bite and breath are improved. The Bite deals an extra d8 cold damage and creatures hit by the Bite make a DC 16 Con Save. If they fail the cold paralyzes the creature until the start of the dragon's next turn. The dragon's Cold Breath can enshroud select creatures granting them temporary hit points equal to half the damage roll that last for 1 minute. Creatures that fail their save or gain temp hit points have their Speed halved for 1 minute (or until the temp hp is expended). The dragon's Paralyzing Breath can empower select creatures granting them + d4 to their Constitution Saves for the next minute (a cerature cannot benfit from multiple instances of this effect).
Diamond Dust(500gp), True Seeing Ointment (500gp), Planeshift metal E. plane of Air, Planeshift metal Mount Celestia,
Belt fo Everfog - a ring of fog encircles this belt. With a bonus action, all 6 stoppers to the containters around the belt release and a thick cloud of fog pours out to a 60-foot radius from the belt heavily obscurring the area. Every round the belt remains stationary within the cloud, the cloud expands by 10 feet to a maximum radius of 120-feet. If the wearer moves, center a new cloud on them at the end of their move and the previous cloud dissipates at the start of their next turn. The cloud persists until the belt is deactivated with a command word spoken as an Action. The fog naturally disperses after 10 minutes once the belt is deactivated, a moderate wind (11-20mph) will disperse it within a minute, and a strong wind (21mph+) will clear it after a round.

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

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Statblocks for your spells.

Level 0 Spells

SRD

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

SRD

Lighting Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (15 foot radius)
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
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: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
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).
Available for: Artificer, Sorcerer, Wizard

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

Level 1 Spells

SRD

Magic Missle

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
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.
Available for: Sorcerer, Wizard

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
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.
Available for: Sorcerer, Wizard

10 ammunition spells

Forceful Shot

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: powdered bull's horn or focus
Duration: 1 minute
When cast on a ranged weapon, forceful shot enhances its ammunition to channel the wielder’s strength. On a successful hit, after rolling damage, the attacker makes Strength (Athletics) check and adds the damage dealt to the roll. A successful check counts as a shove against the target in addition to the damage dealt. As with normal shove rules, the creature can make an opposed Strength (Athletics) or Dexterity (Acrobatics) check to avoid the shove. Any additional damage conferred from other spells or abilities (such as Sneak Attack) are not counted towards the Strength (Athletics) check. Any additional bonuses to shove attempts still apply.
Available for: Ranger, Artificer

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Animate Construct

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a construct body of appropriate size
Duration: Concentration, Up to 10 minutes
This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed.If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved.An animated construct has a Constitution of 10, Intelligence and Wisdom of 3, and Charisma of 1. Other characteristics are determined by the construct's size as follows.  
Size HP AC Attack Strength Dexterity Spell Slot
Tiny 15 12 +3, 1d4+4 4 16 1st
Small 25 13 +4, 1d8+2 6 14 2nd
Medium 40 14 +5, 2d6+1 10 12 3rd
Large 50 15 +6, 2d10+2 14 10 4th
Huge 80 16 +8, 2d12+4 18 8 5th
Gargantuan 100 17 +10, 4d6+6 20 6 6th
 
At higher levels: Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.
Available for: Artificer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
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.
Available for: Bard, Druid, Sorcerer, Wizard

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid

Level 2 Spells

SRD

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
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 as 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 the 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 level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

codex of technomancy

Conjure Chains

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: a single link from a chain or focus
Duration: Concentration, Up to 1 minute
Target a Large or smaller creature within range, and a point on the ground within 5 feet of that creature. The creature must succeed a Strength saving throw, or become wrapped in spectral chains that tether the creature to the point chosen.
A creature affected by this spell is unable to take reactions and cannot move more than 10 feet away from the point indicated. Any forced movement that would move the creature out of this radius instead moves the creature to its edge.
On its turn, the creature can attempt to break the chains by using an action to make a Strength (Athletics) check with disadvantage against your spell save DC, ending this spell on success.
At higher levels: When you cast this spell using a slot 4th level or higher, this spell can target a creature of Huge size or smaller, or Gargantuan or smaller with a 6th level or higher.
Available for: Warlock, Wizard, Artificer, Cleric, Ranger, Sorcerer

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that 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.
Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Player's Handbook, SRD, Basic Rules

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: An eyelash encased in gum arabic
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: 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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: SM
Materials: A glowing stick of incense, or a crystal vial filled with phosphorescent material, or focus
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: self (100 foot line)
Components: VSM
Materials: A bit of fur and a rod of amber, crystal, or glass, or focus
Duration: instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning 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 above 3rd.
Available for: Sorcerer, Wizard

Level 4 Spells

Player's Handbook

Fire Shield

4-level Evocation

Casting Time 1 action
Range Self
Duration 10 minutes
Components V,S,M (phosphorous or a firefly)

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Class(es): Artificer, Wizard

Level 5 Spells

Player's Handbook

Passwall

5-level Transmutation

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S, M
Materials A pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.   When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Class(es): Wizard, Druid (Land: Mountain)

Player's Handbook

Wall of Force

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Class(es): Wizard, Artificer (Artillerist), Paladin (Redemption)

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