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Teemothi

2 Level (0/900 XP for level-up) Background Tiefling Race / Species / Heritage Alignment
Fighter
Level 1
Hit Dice: 1/1
1d8+2 Class 1
Wizard
Level 1
Hit Dice: 1/1
1d6+2 Class 3

STR
8
-1
DEX
17
+3
CON
14
+2
INT
16
+3
WIS
10
+0
CHA
8
-1
16
Hit Points
+3
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+4 Constitution
+3 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
-1 Deception CHA
+3 History INT
+0 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +3 DEX 1d8+3 piercing
 ammunition (150/600ft), Heavy, Two-handed
Rapier +3 DEX 1d8+3 piercing
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Booming Blade
Prestidigitation
Ray of Frost

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con mod
Hit Points at Higher Levels: 4 + Con mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.


Class Features

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


Starting Equipment

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook


Spellcasting

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.   The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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


Subclass Options

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, or War Magic [Xan].

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

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

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

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 ).

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

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
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): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


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Lyndies.

Statblock Type

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