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Caelynn Lathalas

10 Level (0/85000 XP for level-up) Noble Background Eladrin Race / Species / Heritage Lawfull Evil Alignment
Wizard
Level 10
Hit Dice: 10/10
1d6+4 Class 1

STR
10
+0
DEX
17
+3
CON
19
+4
INT
20
+5
WIS
12
+1
CHA
11
+0
77
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+8 Dexterity
+10 Constitution
+20 Intelligence
+12 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+18 Arcana INT
+0 Athletics STR
+0 Deception CHA
+18 History INT
+2 Insight WIS
+0 Intimidation CHA
+10 Investigation INT
skills
+2 Medicine WIS
+10 Nature INT
+10 Perception WIS
+0 Performance CHA
+8 Persuasion CHA
+18 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Amulet of Health, Bracers of Defense, Staff of Fire, Staff of Power

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Abyssal, Common, Draconic

Languages & Proficiencies
Power. If I can attain more power, no one will tell me what to do. (Evil)

Ideals
My loyalty to my sovereign is unwavering.

Bonds
I secretly believe that everyone is beneath me.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Amulet of Health

Wondrous Item Rare (this item requires attunement)

Your base Constitution score is 19 if currently lower while wearing and attuned to the amulet

Weight: 0.2 lbs


 

DnD 5e DMG

Bracers of Defense

Wondrous Item

Rare Requires Attunement

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.


Staff of Power

Staff

Legendary Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.   Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.   Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).   Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.   You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.     Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff

This staff contains 20 charges.

Cone of Cold(5th) 5 Charges
Fireball(3rd) 5 Charges
Globe of Invulnerability(6th) 6 Charges
Hold Monster(5th) 5 Charges
Levitate(2nd) 2 Charges
Lightning Bolt(3rd) 5 Charges
Magic Missile(1st) 1 Charge
Ray of Enfeeblement(2nd) 1 Charge
Wall of Force(5th) 5 Charges


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Eladrin

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age:
Size: Medium
speed: 30 ft
Languages: Common, Naturial
race features:
Darkvision. 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 discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
  Keen Senses. You have proficiency in the Perception skill.   Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Available for: Wizards

Based on Player's Handbook

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 12 m
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: fire
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: Netrunner

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Available for: Wizards

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: poison

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels:

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: cold

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).

Sword Coast Adventurer's Guide

Sword Burst

0-level (Cantrip) Conjuration

Range/Area: Self/5ft
Components: Verbal
Duration: Instantaneous
Attack/Save: DEX 17
Damage/Effect: Force
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

Player's Handbook 5E (WoC)

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 ft
Components: Verbal, Somatic, Material
Materials: A diamond worth at least 50 gp
Duration: Instantaneous
You hurl a 4-inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.
At higher levels: When you cast this spell 2nd or higher, the damage increases by 1d8 for each level above 1st.
Available for: Sorcerer, Wizard

Player's Handbook (Woc)

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
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 2nd level or higher, the spell creates one more dart for each level above 1st.
Available for: Sorcerer, Wizard

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
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

Tasha's Cauldron of Everything

Tasha's Caustic Brew

1-level Evocation

Range/Area: Self/30ft
Components: Verbal, Somatic, Material
Materials: A bit of rotten food.
Duration: Concentration, up to 1 minute
Attack/Save: DEX 17
Damage/Effect: Acid
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: ranged spell attack
Damage/Effect: lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Level 2 Spells

Player's Handbook 5E (WoC)

Blindness/Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. It it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell 3rd level or higher, you can target one additional creature for each level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, or focus
Duration: up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
Available for: Druid, Sorcerer, Wizard

SRD

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it 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 one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At higher levels: When you cast this spell 3rd level or higher, you can target one additional creature for each level above 2nd. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

Level 3 Spells

SRD

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: instantaneous
You attempt to interrupt a creature in the process of casting a spell. 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 ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell level you used
Available for: Sorcerer, Warlock, Wizard

SRD

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: VSM
Materials: A white feather or the heart of a hen), or focus
Duration: up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Replacement Series

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: self (100 foot line)
Components: V,S,M
Materials: (a piece of quartz and a bit of fine dust)
Duration: instantaneous
A brilliant, blue-white beam of lightning flashes forth from your fingertips, forming a line 100 feet long and 5 feet wide in a direction you choose.   You can cause the beam to bounce once off of a solid, nonconductive object that you can see (such as a stone wall) in a new direction you choose equal to the beam’s remaining length. Each creature in the beam's path must make a Dexterity saving throw. A target creature takes 4d12 lightning damage on a failure, or half as much damage on a success.   The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell 4th level or higher, the damage increases by 1d12 for each level above 3rd.
Available for: Sorcerer, Wizard

Level 4 Spells

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Charisma saving throw
Damage/Effect: incapacitated

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Available for: Paladins, Wizards

Fire Shield

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 minutes
Damage/Effect: fire, cold

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.

Phantasmal Killer

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Level 5 Spells

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralysed

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Wall of Force

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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.

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