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Leonardo Paeslar

4 Level (0/6500 XP for level-up) Cult Initiate (Steinhardt's) Background Chikitu (Unnamed cat race in setting) Race / Species / Heritage Chaotic Good Alignment
Wizard (Blade Singer)
Level 4
Hit Dice: 4/4
1d6+1 Class 1

STR
14
+2
DEX
16
+3
CON
12
+1
INT
19
+4
WIS
9
-1
CHA
15
+2
22
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+3 Constitution
+6 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+2 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+6 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
-1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flintlock Pistol +3 DEX 1d4+3 piercing
  Ammunition (range 100/320), Black Powder, Light
Cutlass +3 DEX 1d6+3 slashing
 Martial, Finnesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 action 120 feet Instantaneous 1d10 V, S
 Notes: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.
Prestidigitation +6 1 action 10 feet Up to 1 hour V, S
 Notes: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.
Minor Illusion +6 1 action 30 feet 1 minute S, M
 Notes:You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Booming Blade +6 1 action Self (5-foot radius) 1 round S, M
 Notes: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. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 action 120 feet Instantaneous 1d10 + V, S
 Notes: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.
Shield +6 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 round V, S
 Notes: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.
Consumption +6 Bonus Action 60ft Concentration VSM
 Notes:As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.
Jump +6 1 action Touch 1 minute V, S, M
 Notes:You touch a creature. The creature’s jump distance is tripled until the spell ends.
Creeping touch (Grim) +6 1 action Self Concentration, up to 10 minutes V, S
 Notes:You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 action 120 feet Instantaneous 1d10 + V, S
 Notes: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.
Tasha's mind whip +6 1 action 90 feet 1 round 3d6 V
 Notes: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 using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Visually, it looks like a giant ghostly white tentacle that lashes out from the casters hand as a bunch of small ghoslty slugs launch outward from it
Phantasmal Force +6 1 action 60 feet Concentration, up to 1 minute V, S, M
 Notes:You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Shadow Blade +6 1 bonus action Self Concentration, up to 1 minute 2d8 V, S
 Notes:You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Spray of Cards +6 1 action Self (15-foot cone) Instantaneous V, S, M
 Notes:You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Feature: Cult Secrets: You know the secret signs, phrases, rituals, and traditions of your cult, and can recognize them anywhere. In addition you can recognize similar signals from other cults. Furthermore, you have advantage on checks made to pass yourself off as a member of similar cults, potentially gaining trust or access to resources.
Spellcasting
Arcane Recovery
Arcane Tradition
Cantrip Formulas (Optional)
Ability Score Improvement
Training in War and Song
Blade song
Background Feature: Cult Secrets: You know the secret signs, phrases, rituals, and traditions of your cult, and can recognize them anywhere. In addition, you can recognize similar signals from other cults. Furthermore, you have advantage on checks made to pass yourself off as a member of similar cults, potentially gaining trust or access to resources.

Features & Traits
a dagger
an arcane focus
a scholar's pack o
A spellbook

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Deep Speech
Common
Musical instrument proficiency in viol

Languages & Proficiencies
I am always questioning everything and seeking deeper meanings.
I always keep my thoughts and emotions hidden, a habit from my cult days.
(cult defector) as a former member, your past continues to haunt you, and you may be driven by a desire for redemption or revenge.

Personality Traits
I have left the cult and cherish my newfound liberty. I'll never let anyone control my life again. (Chaotic Neutral)

Ideals
The leader of the cult still holds a dark sway over me, and I struggle against their influence.
Someone I loved was sacrificed for the cult's cause. Their memory still haunts me

Bonds
I am easily swayed by charismatic leaders.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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