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Aleema

1 Level (0/300 XP for level-up) Folk Hero Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Divine Soul Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
8
-1
DEX
14
+2
CON
15
+2
INT
11
+0
WIS
12
+1
CHA
17
+3
8
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
0 / 0
Sorcery Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
26 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
+4 Land Vehicles DEX
+3 Alchemist Tools WIS
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +4 DEX 1d8+2 Piercing
 Range 80/320
Dagger +4 DEX 1d4+2+2 Piercing
 Thrown 20/60, Finesse, Light
Attacks

Spell Book

Dark Vision
Fey Ancestry

Features & Traits
Arcane Focus, Backpack, Bedroll, Mess Kiit, Tinderbox, Torches x10, Rations x10, Waterskin, 50ft of Hemp Rope, Alchemists Tools, Shovel, Iron Pot, Common Clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Elvish, Celestial

Languages & Proficiencies

  • I judge people by their actions, not their words

  • I have a strong sense of fair play, and try to find equitable solutions



Personality Traits

  • There is no good in pretending to be something I am not.



Ideals

  • I protect those who cannot protect themselves



Bonds

  • I am convinced of the significance of my own destiny, blind to my shortcomings and risk of failure.



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.

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Level 0 Spells

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, F
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, 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 armor or if you dismiss the spell as an action.
Available for: Enchanter, Wizard

SRD

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft, creature you can see within range
Components: V, S
Duration: Instant
Attack/Save: Dexterity Save
Damage/Effect: radiant
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: V, S
Duration: Instant
Attack/Save: Ranged 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. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft
Components: V, S
Duration: Instant
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.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells

SRD

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: touch
Components: V,S
Duration: instant
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Cleric

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pinch of powdered silver and iron, which the spell consumes
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Dark Knight, Healer, Paladin

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 ft, a creature that you can see within range
Components: V
Duration: Instant
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Available for: Cleric

Dungeons & Dragons 5e

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self, 30 ft sphere
Components: V, S
Duration: Concentration, up to 10 minutes
Damage/Effect: Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Bard, Druid, Cleric, Ranger, Paladin, Artificer, Sorcerer, Wizard

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