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A Shark Named Corndog

1 Level (0/300 XP for level-up) Soilder Background Triton Race / Species / Heritage Chaotic Good Alignment
Mage
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
16
+3
DEX
10
+0
CON
16
+3
INT
13
+1
WIS
16
+3
CHA
10
+0
9
Hit Points
+0
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
walk 30ft/ swim 30ft
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+2 Attack mod
CHA Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+1 History INT
+5 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Gunlance +5 STR 1d8+3 piercing
 reach
Attacks

Spell Book

Amphibisch.
You can breathe air and water.
Darkvision.
You can see 60 feet in dim light as if it were bright light. You can see 60 feet in darkness as if it were dim light, but you can't see colors, only shades of gray.
Envoy of the Sea.
You can convey simple ideas to any animal, elemental, or monstrosity with a swimming speed. They can understand you, but you don't have a special ability that allows you to understand them.
Control air and water.
With this feature you can use Fog clouds. Starting at 3rd level, you can use this trait to cast spells Gust of wind. From 5th level you can also use the spell Walking on water without requiring material components. If you cast one of the spells with this trait, you cannot do so again until you have taken a long rest. You can also cast these spells using any available spell slot of the appropriate level.
Guardians of the Depths.
You are adapted to the icy depths of the ocean and therefore resistant to cold damage.
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Features & Traits
Studded Leather
Gunlance
Dungeoneer's pack
An arcane focus
An insignia of rank
a trophy taken from a fallen enemy
a set of common clothes
Pouch
2 Trinkets

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spellcasting Ability
You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane Bolt
Your signature and masterpiece.
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus. This spell does not count against the number of imbued spells you have in your focus.
Casting time: 1 action
Range: 120 feet
Components: Somatic
Duration: Instantaneous
Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast an arcane bolt with the same damage type again. Starting at 1st level, roll d6 for damage.
Eldritch Blast
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Target: A creature within range
Components: V S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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.
Jim's Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (1 gold coin, which is consumed as tax for using the spell)
Duration: Instantaneous

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.

If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
Fog Cloud
1 conjuration
Casting Time: 1 action
Range: 120 feet
Target: A point within range
Components: V S
Duration: Up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses it.
Spellcasting
Armor: Light Armor
Weapons: Simple weapons, martial weapons
Languages. You can read, write and speak native and common languages.

Languages & Proficiencies
Common Studded Leather: 1 Slot
Common Gunlance: 1 Slot
Common Trinket: 1 Slot
Common Trinket: 1 Slot

Resistance: Cold Damage

Quick Draw
When you draw or pickup this weapon you
can don your shield as part of the same interaction.

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.

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