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Valoria Arie Zahad

High Elf Race
Origin
Wizard/Ranger 1/0 Class & Level
Chaotic Neutral Alignment
-- Deity
Faction
Princess Rank/Position
-- Loyalty
-- Company

Strength 14
+2
Dexterity 20
+5
constitution 17
+3
intelligence 18
+4
wisdom 16
+3
charisma 14
+2
Total Hit Dice 1
Hit Die
1d10+3
+2 proficiency bonus
+2 Strength
+5 Dexterity
+3 Constitution
+6 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+7 Acrobatics
+3 Animal Handling
+6 Arcana
+2 Athletics
+2 Deception
+6 History
+5 Insight
+2 Intimidation
+4 Investigation
+3 Martial
+3 Medicine
+4 Nature
+5 Perception
+2 Performance
+2 Persuasion
+4 Religion
+5 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
15
Armor Class
13
Hit Points
+5
Initiative
30
Speed
AttackTo Hit/DCDamageExtra Info
Shortsword 1d20+7 1d6+5 PiercingFinesse, Light
Dagger 1d20+7 1d4+5 PiercingFinesse, Light, Thrown (20/60)
Fire Bolt 1d20+6 1d10 Fire
Toll the DeadDC 14 1d8 1d12 NecroticWisdom Save
Booming Blade-- 1d8 ThunderDamage applied if target moves
CatapultDC 14 3d8 BludgeoningDexterity Save; Extra 1d8 damage per spell level above first level
Ice Knife 1d20+6 1d10 PiercingAlso DC 14 Dexterity Save from all creatures with 5 feet or they take 2d6 cold; Extra 1d6 cold damage per spell level above first level
Attacks
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Languages
Common, Elvish, Sylvan


Arie Weapons
Dagger, Shortsword, Longsword, Scimitar, Greatsword, Sickle, Rapier, Hook
Skills
Acrobatics, Arcana, History, Insight, Perception, Martial
Saving Throws
Intelligence, Wisdom

Proficiences

Wizard Spells

Prepared Spells
Absorb Elements, Shield, Catapult, Mage Armor, Charm Person


Ritual Spells

Identify
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
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.
Find Familiar
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
---------------------------------
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


Cantrips

Booming Blade
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, 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.

This spell's damage increases when you reach certain levels. 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).
Fire Bolt
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
---------------------------------
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).
Toll the Dead
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
---------------------------------
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Mage Hand
Casting Time: 1 action
Range: 30 feet
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.
Prestidigitation
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.


1st Level Spells

Absorb Elements
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
---------------------------------
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Shield
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: 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.
Catapult
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
---------------------------------
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.


Mage Armor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours (until next long rest)
---------------------------------
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.
Ice Knife
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
---------------------------------
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 it 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.



Ranger Spells


none (yet)
Spellcasting

Wizard Features

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.

You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Spellcasting
At first level, you have a spellbook containing six 1st level wizard spells of your choice. Each time you gain a wizard level, you can add two wizard spells to your spellbook. Each spell must be of a level for which you have spell slots. You can also copy wizard spells into your spellbook if it is of a spell level you can prepare. This process takes 2 hours and costs 50 gp (which represents the material components you expend during the process. A wizard spell on spell scroll can be copied just as spells in spellbooks can be copied, but you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. Whether you succeed or fail, the spell scroll is destroyed.

You can prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + you wizard level (minimum of one spell). You can change your list of prepared spells when you finish a long rest, and takes at least 1 minute per spell level for each spell on your list.

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spell Save DC = 8 + proficiency + int mod
Spell Attack Modifier = proficiency + int mod


Ranger Features

none (yet)

Extra Features

Arie Shinsoo Swordsmanship
Due to your skill and the family you were born into, you can use an off-hand attack after casting combat-based cantrips.


Augmented Casting
Due to your training in two casting classes, your spell-based attack modifiers are better augmented.

For Wizard:
  • Spell Save DC = 8 + proficiency + int + (wis/2)(up to a max equal to half of your proficiency bonus)
  • Spell Attack Modifier = proficiency + int + (wis/2)(up to a max equal to half of your proficiency bonus)

  • For Ranger:
  • Spell Save DC = 8 + proficiency + wis + (int/2)
  • Spell Attack Modifier = proficiency + wis + (int/2)
  • Arie Swordsmanship
    Due to your training with swords and the family you were born into, you are always considered to be using the dueling fighting style when using a shortsword.


    Racial Features

    Darkvision
    Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
    Keen Senses
    You have proficiency in the Perception skill.
    Fey Ancestry
    You have advantage on saving throws against being charmed, and magic can't put you to sleep.


    Trance
    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
    Languages
    You can speak, read, and write Common, Elvish, and one extra language (Sylvan)
    Elf Weapon Training
    You have proficiency with the longsword, shortsword, shortbow, and longbow.


    Cantrip
    You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. (fire bolt)

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    SuperPotatoSupreme.

    Statblock Type

    Verum Character Sheet

    Link/Embed