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Orrin Wavebound

1 Level (0/300 XP for level-up) Stoner/Hippie Background Selarian - Sunbask Race / Species / Heritage Neutral, Choatic Alignment
Inkweaver
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
11
+0
DEX
10
+0
CON
14
+2
INT
9
-1
WIS
11
+0
CHA
17
+3
10
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
Walking Speed 30ft, Swimming Speed 30ft
Speed (walk/run/fly)
10
Passive Perception
1 / 1
Ink Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+4 Constitution
-1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+3 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
+5 Tattooing Kit CHA
skills
+2 Medicine WIS
-1 Nature INT
+0 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fishing Hook - One Handed +2 STR 1d6 Piercing
 Versatile, Advantage against aquatic creatures, Piercing
Fishing Hook - Two Handed +2 STR 1d8 Piercing
 Versatile, Advantage against aquatic creatures, Piercing
Attacks

Spell Book

Race Feature:


Amphibious: Selarians can breathe both air and water.
Aquatic Agility: Selarians have advantage on Dexterity (Acrobatics) checks made in water.
Playful Nature: Selarians are naturally curious and enjoy playful activities. They have proficiency in one skill of their choice from the following: Performance.
Ability Score Increase: +1 Wisdom
Sunbask Meditation: Sunbask Selarians have advantage on saving throws against being charmed or frightened.

Class Features:


Magic Ink
At 1st level, you gain the ability to create magical tattoos. You know two cantrips of your choice from the wizard spell list. You learn additional Inkweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inkweaver table.
Ink Points:
You have a number of Ink Points equal to your Inkweaver level. These points are used to create and empower your tattoos.

Features & Traits
Armor: Studded Leather
Weapons:
Tools: Tattooing Kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting Ability: Charisma is your spellcasting ability for your Inkweaver spells, as your tattoos draw power from your force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Inkweaver spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus: You can use your tattoos as a spellcasting focus for your Inkweaver spells.
Spellcasting
Armor: Light
Weapon: Simple
Tools: Tattooing Kit
Saving Throws: Constitution, Charisma
Skills: Arcana, Medicine
Resistances: Charmed, Frightened

Languages & Proficiencies
Because he is always high, whenever he fails a save against fear he has a really bad trip. Which means he is unable to make any actions and requires another person to assist for him to snap out of it.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

Fishing Hook

Weapon

Uncommon

Versatile: Increase damage to 1d8 when used with two hands Can be used for both freshwater and saltwater fishing. Durable: Resistant to rust and wear, ensuring longevity. Pro Fishering: Grants advantage against aquatic creatures.

The fishing hook is a simple yet essential tool for anglers, comprised of a slender metal shaft with a sharply pointed end and a curved barb. Its design is straightforward, optimized for the task of catching fish with efficiency and precision.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing


Weight: 1 pound

The statblocks of your class features

Inkweaver Class

The Inkweaver is a versatile spellcaster who channels magic through intricate tattoos inscribed upon their own skin. Masters of this unique form of magic, Inkweavers are both artists and wielders of potent arcane power. Through their mastery of tattoo artistry and magical ink, they can imbue themselves and others with a wide array of abilities, ranging from enhancing combat prowess to divination and elemental manipulation.
hit dice: 1d8
hit points at 1st level: 1d8
hit points at higher levels: 1d8
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons
tools: Tattooing kit
saving throws: Constitution, Charisma
skills: Choose two from Arcana, History, Insight, Medicine, Perception, Performance
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a shortsword

  • (a) an explorer's pack or (b) a scholar's pack

  • Tattooing tools

  • A spellbook (used for tattoo designs)
spellcasting:
Spellcasting Ability: Charisma is your spellcasting ability for your Inkweaver spells, as your tattoos draw power from your force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Inkweaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus: You can use your tattoos as a spellcasting focus for your Inkweaver spells.

class features:

Magic Ink - 1st-level Inkweaver feature

At 1st level, you gain the ability to create magical tattoos. You know two cantrips of your choice from the wizard spell list. You learn additional Inkweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inkweaver table.

Ink Points: You have a number of Ink Points equal to your Inkweaver level. These points are used to create and empower your tattoos.

 

Tattoo Artistry - 2nd-level Inkweaver feature

At 2nd level, you can create a tattoo on yourself or another willing creature. Creating a tattoo requires an hour of work and consumes Ink Points. The effects of the tattoo last until you finish a long rest or use this feature again.

 
Tattoo Effects:
  • Defensive Tattoo: Provides +1 to AC.
  • Enhanced Strength: Provides advantage on Strength checks and saving throws.
  • Spellcasting Tattoo: Stores a 1st-level spell that the tattooed creature can cast once without expending a spell slot.
 

Arcane Ink - 3rd-level Inkweaver feature

At 3rd level, you can use your Ink Points to cast spells. You know three 1st-level spells of your choice from the wizard spell list. The Inkweaver Spellcasting table shows how many spell slots you have to cast your Inkweaver spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher.

 

Subclass

At 3rd level, you gain one of the subclasses fomr the subclass list.

 

Ability Score Improvement - 4th-level Inkweaver feature

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.

 

Living Canvas - 5th-level Inkweaver feature

At 5th level, you can have two active tattoos at the same time. Additionally, your tattoos become more resilient, reducing any damage the tattooed creature takes by an amount equal to your Charisma modifier (minimum of 1).

 

Tattoo Mastery - 7th-level Inkweaver feature

At 7th level, your ability to craft tattoos improves, allowing you to create more powerful tattoos. You can now create tattoos that grant abilities such as flight (up to 30 feet), water breathing, or resistance to a specific type of damage.

 

Ability Score Improvement - 8th-level Inkweaver feature

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.

 

Arcane Embodiment - 10th-level Inkweaver feature

At 10th level, you can store more potent spells in your tattoos. You can store spells of up to 3rd level in a Spellcasting Tattoo. Additionally, you can use your reaction to transfer a beneficial tattoo from yourself to a willing creature within 30 feet.

 

Ability Score Improvement - 12th-level Inkweaver feature

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.

 

Eternal Ink - 15th-level Inkweaver feature

At 15th level, your tattoos gain permanence. When you create a tattoo, you can choose for it to become permanent. You can only have one permanent tattoo at a time. You can remove a permanent tattoo as an action.

 

Ability Score Improvement - 16th-level Inkweaver feature

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.

 

Tattooed Soul - 18th-level Inkweaver feature

At 18th level, you can create a Master Tattoo once per long rest. A Master Tattoo grants powerful effects such as immunity to a specific type of damage, a +2 bonus to AC, or the ability to cast a 5th-level spell once without expending a spell slot.

 

Ability Score Improvement - 19th-level Inkweaver feature

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.

 

Inkweaver Ascendant - 20th-level Inkweaver feature

At 20th level, you become a true master of tattoo magic. You gain resistance to all damage types and can have up to three active tattoos at the same time. Additionally, when you roll for initiative and have no Ink Points remaining, you regain 4 Ink Points.

subclass options:

Subclass: Path of the Inkblade

Arcane Strikes - 3rd-level Inkblade feature

Your magical tattoos enhance your combat abilities. When you make a weapon attack, you can expend 1 Ink Point to deal an extra 1d8 magical damage.

 

Tattooed Warrior - 6th-level Inkblade feature

You gain proficiency with medium armor and martial weapons. Additionally, you can have a third active tattoo, but only one can be a combat-related tattoo.

 

Inkblade Mastery - 11th-level Inkblade feature

Your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, your Arcane Strikes damage increases to 2d8.

 

Tattooed Avenger - 17th-level Inkblade feature

When you are reduced to 0 hit points, you can use your reaction to expend 3 Ink Points and drop to 1 hit point instead. Additionally, your Arcane Strikes damage increases to 3d8.

 

Subclass: Path of the Inkseer

Eyes of the Seer - 3rd-level Inkseer feature

You can create tattoos that enhance your perception and divination abilities. You gain proficiency in the Perception and Insight skills. If you already have proficiency in either skill, you gain expertise, which means your proficiency bonus is doubled for any ability check you make with it.

 

Foresight Tattoo - 6th-level Inkseer feature

You can create a tattoo that grants limited foresight. The tattooed creature can add a d4 to any attack roll, saving throw, or ability check it makes. This effect lasts for 1 minute and can be used once per long rest.

 

Clairvoyant Ink - 11th-level Inkseer feature

You can cast the spell clairvoyance once without expending a spell slot. You regain the ability to do so after a long rest. Additionally, you can use your reaction to gain advantage on a saving throw or attack roll.

 

True Seeing Tattoo - 17th-level Inkseer feature

You can create a tattoo that grants true sight. The tattooed creature gains truesight with a range of 30 feet for 1 hour. This ability can be used once per long rest.

 

Subclass: Path of the Inkshaper - Shapechanger's Mark

3rd-level Inkshaper feature

You can create tattoos that allow the wearer to change their shape. The tattooed creature can cast the spell disguise self at will, without expending a spell slot.

 

Shifting Form - 6th-level Inkshaper feature

You can create a tattoo that allows the wearer to change their physical form. The tattooed creature can cast the spell alter self once without expending a spell slot. You regain the ability to do so after a long rest.

 

Elemental Adaptation - 11th-level Inkshaper feature

You can create tattoos that grant resistance to elemental damage. The tattooed creature gains resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. This effect lasts until you finish a long rest.

 

Master Shapeshifter - 17th-level Inkshaper feature

You can create a tattoo that grants the ability to transform into a powerful creature. The tattooed creature can cast the spell polymorph once without expending a spell slot. You regain the ability to do so after a long rest.

 

Subclass: Path of the Inkguardian

Guardian's Mark - 3rd-level Inkguardian feature

You can create tattoos that enhance defensive capabilities. The tattooed creature gains proficiency in heavy armor and shields.

 

Warding Tattoo - 6th-level Inkguardian feature

You can create a tattoo that wards against harm. The tattooed creature gains a +1 bonus to all saving throws.

 

Guardian's Protection - 11th-level Inkguardian feature

When an ally within 10 feet of you takes damage, you can use your reaction to transfer half of that damage to yourself. This ability can be used a number of times equal to your Charisma modifier (minimum of 1) per long rest.

 

Aegis Tattoo - 17th-level Inkguardian feature

You can create a tattoo that grants powerful protective magic. The tattooed creature gains a +2 bonus to AC and resistance to all damage types for 1 minute. This ability can be used once per long rest.

 

Subclass: Path of the Elemental Ink

Elemental Affinity - 3rd-level Elemental Ink feature

You can create tattoos that grant elemental powers. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type, and you can imbue your tattoos with that element's power. When you deal damage with your Arcane Strikes, you can change the damage type to match your chosen element.

 

Elemental Ward - 6th-level Elemental Ink feature

You can create a tattoo that wards against elemental damage. The tattooed creature gains resistance to two of the following damage types: acid, cold, fire, lightning, or thunder. Additionally, you can use your reaction to grant this resistance to an ally within 30 feet until the start of your next turn.

 

Elemental Burst - 11th-level Elemental Ink feature

You can unleash the power of your elemental tattoos in a devastating burst. As an action, you can expend 3 Ink Points to create an elemental explosion in a 20-foot radius centered on you. Each creature in the area must make a Dexterity saving throw against your spell save DC. A creature takes 6d6 damage of your chosen element on a failed save, or half as much damage on a successful one.

 

Master of Elements - 17th-level Elemental Ink feature

You can create a tattoo that grants mastery over the elements. The tattooed creature gains immunity to your chosen element's damage type and can cast a spell associated with that element once per long rest without expending a spell slot. The spells are as follows:

 

Acid: acid arrow (3rd level)

Cold: cone of cold (5th level)

Fire: immolation (5th level)

Lightning: chain lightning (6th level)

Thunder: destructive wave (5th level)

 

Subclass: Path of the Beast Ink

Animal Companion Tattoo - 3rd-level Beast Ink feature

You can create a tattoo that bonds you with an animal spirit. Choose a beast with a challenge rating of 1/4 or lower, such as a wolf, eagle, or panther. This beast becomes your animal companion and appears as a tattoo on your skin. As a bonus action, you can summon this beast to an unoccupied space within 30 feet of you. The beast obeys your commands (no action required) and acts on your initiative. It remains for 1 hour or until it drops to 0 hit points, after which it returns to its tattoo form. You can summon the beast a number of times equal to your Charisma modifier (minimum of 1) per long rest.

 

Beastly Enhancement - 6th-level Beast Ink feature

You can enhance your physical abilities with animal traits. As a bonus action, you can expend 1 Ink Point to gain one of the following benefits for 1 minute:

 

Feline Agility: Your speed increases by 20 feet, and you gain advantage on Dexterity (Acrobatics) checks.

Bear's Endurance: You gain temporary hit points equal to your Inkweaver level + your Charisma modifier.

Eagle's Sight: You gain advantage on Wisdom (Perception) checks and can see up to 1 mile away with no difficulty.

 

Primal Strike - 11th-level Beast Ink feature

You can channel the ferocity of your animal companion into your attacks. When you make a weapon attack, you can expend 2 Ink Points to make it a Primal Strike. The attack deals an extra 2d8 damage and has an additional effect based on your animal companion:

 

Wolf: The target must succeed on a Strength saving throw or be knocked prone.

Eagle: The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Panther: The target must succeed on a Dexterity saving throw or be grappled (escape DC equal to your spell save DC).

 

Beast Form - 17th-level Beast Ink feature

You can create a tattoo that allows you to transform into a powerful beast. As an action, you can expend 4 Ink Points to polymorph into a beast with a challenge rating of 6 or lower. This transformation lasts for up to 1 hour or until you drop to 0 hit points or die. While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your ability to speak, but you otherwise adopt the beast's statistics. You can use this feature once per long rest.

 

Subclass: Path of the Aquatic Ink

Aquatic Companion Tattoo - 3rd-level Aquatic Ink feature

You can create a tattoo that bonds you with an aquatic animal spirit. Choose a beast with a challenge rating of 1/4 or lower that is native to aquatic environments, such as a dolphin, octopus, or reef shark. This beast becomes your aquatic companion and appears as a tattoo on your skin. As a bonus action, you can summon this beast to an unoccupied space within 30 feet of you. The beast obeys your commands (no action required) and acts on your initiative. It remains for 1 hour or until it drops to 0 hit points, after which it returns to its tattoo form. You can summon the beast a number of times equal to your Charisma modifier (minimum of 1) per long rest.

 

Water Affinity - 6th-level Aquatic Ink feature

You gain the ability to breathe underwater and gain a swimming speed equal to your walking speed. Additionally, you can create a tattoo that grants water-related abilities. The tattooed creature can cast water breathing or water walk once per long rest without expending a spell slot.

 

Oceanic Resilience - 11th-level Aquatic Ink feature

You can channel the resilience of aquatic creatures. As a reaction when you take damage, you can expend 2 Ink Points to gain resistance to that damage type until the start of your next turn. Additionally, you can create a tattoo that grants resistance to cold damage and advantage on saving throws against being grappled or restrained.

 

Tidal Surge - 17th-level Aquatic Ink feature

You can create a tattoo that allows you to unleash the power of the ocean. As an action, you can expend 4 Ink Points to create a tidal surge in a 30-foot cone. Each creature in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 8d8 bludgeoning damage and is pushed 20 feet away from you and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.

 

Aquatic Transformation - 17th-level Aquatic Ink feature

You can create a tattoo that allows you to transform into a powerful aquatic beast. As an action, you can expend 4 Ink Points to polymorph into a beast with a challenge rating of 6 or lower that is native to aquatic environments. This transformation lasts for up to 1 hour or until you drop to 0 hit points or die. While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your ability to speak, but you otherwise adopt the beast's statistics. You can use this feature once per long rest.

LevelCantrips KnownSpells Known1st Level2nd Level3rd Level4th Level5th Level
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1349432--
14410432--
15410432--
16411433--
17411433--
184114331-
194124331-
204134331-

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Selarian (Seal Folk)

Selarians are a playful and adaptable race of seal-like beings, known for their agility, swimming prowess, and love for both land and sea. They come in different subraces, each resembling a specific type of seal.
ability score increase: Dexterity +2, Charisma +1
age: Selarians reach maturity around the age of 20. A Selarian can live up to 450 years.
alignment: Varies
Size: Medium
speed: Walking Speed 30ft, Swimming Speed 40ft
Languages: You can speak, read, and write Common and Aquan.
race features:
  • Amphibious: Selarians can breathe both air and water.
  • Aquatic Agility: Selarians have advantage on Dexterity (Acrobatics) checks made in water.
  • Playful Nature: Selarians are naturally curious and enjoy playful activities. They have proficiency in one skill of their choice from the following: Acrobatics, Athletics, or Performance.
 

Subraces:

Harbor Selarian:

  • Ability Score Increase: +1 Constitution
  • Natural Swimmer: Harbor Selarians are excellent swimmers, gaining proficiency in the Athletics skill.
 

Arctic Selarian:

  • Ability Score Increase: +1 Intelligence
  • Cold Resistance: Arctic Selarians have adapted to cold climates, and they have resistance to cold damage.
 

Leopard Selarian:

  • Ability Score Increase: +1 Strength
  • Powerful Bite: Leopard Selarians have strong jaws and sharp teeth, granting them a bite attack that deals 1d4 piercing damage.
 

Sunbask Selarian:

  • Ability Score Increase: +1 Wisdom
  • Sunbask Meditation: Sunbask Selarians have advantage on saving throws against being charmed or frightened.
Selarians are a race of enchanting seal-like beings that traverse the realms with a blend of aquatic grace and playful charm. These humanoid seals exhibit an innate affinity for both land and sea, making them adaptable to a variety of environments. With sleek, streamlined bodies and expressive eyes, Selarians captivate onlookers with their joyful nature and insatiable curiosity.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft (5 ft cube)
Duration Instantaneous
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    Prestidigitation

    0-level (Cantrip) Abjuration

    Casting Time 1 action
    Range 10 feet
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Bard, Sorcerer, Warlock, Wizard

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


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    Morgatron247.

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