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Matthias Morgan

2 Level (0/900 XP for level-up) Der Weise Background Mensch Race / Species / Heritage Rechtschaffen Neutral Alignment
Zauberer Schule der Beschwörung
Level 2
Hit Dice: 1/2
1d6+1 Class 1

STR
10
+0
DEX
11
+0
CON
13
+1
INT
15
+2
WIS
15
+2
CHA
10
+0
12
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+7 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+0 Deception CHA
+4 History INT
+6 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Kampf Stab ;) +2 STR 1d6 Knüppeln ;)
 Vielseitig
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: Money
All languages... if he remembers

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.

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Level 0 Spells

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

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).

Based on Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (1-meter radius)
Components: Somatic
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder
You create a burst of thunderous sound, which can be heard 20 meters away. Each creature other than you within 1 meter of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
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: Netrunner

Level 1 Spells

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Based on Player's Handbook

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 18 m
Components: Verbal, Somatic
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Netrunner

Xanathar's Guide to Everyting

Catapult

1-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous
Attack/Save: DEX
Choose an object within range that weighs less than 5 pounds. You propel the object 90 feet in a direction of your choice with magical force. If something is in the way of the object, it stops the object. If a creature is in the way of the object, it must make a Dexterity saving throw to dodge the object or take 3d8 bludgeoning damage and stop the object.
At higher levels: The maximum weight increases 5 pounds and the impact damage increases by 1d8 for each spell level above 1st.
Available for: Artificer, Sorcerer, Wizard

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft
Components: V, M
Materials: tbd
Duration: 1 minute

Choose up to five 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.

Mage Armour

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

You touch a willing creature who isn’t wearing armour, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armour or if you dismiss the spell as an action.

Based on Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 12 m
Components: Verbal, Somatic, Material
Materials: Water
Duration: Instantaneous
Attack/Save: Ranged spell attack and Dexterity saving throw
Damage/Effect: piercing and cold
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Netrunner

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