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Tali Kindmane

3 Level (0/2700 XP for level-up) Cloistered Scholar Background halfing/Gnome Race / Species / Heritage lawful good Alignment
sorcerer: clock work
Level 3
Hit Dice: 3/3
1d+1 Class 1

STR
8
-1
DEX
10
+0
CON
12
+1
INT
16
+3
WIS
13
+1
CHA
16
+3
19
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+3 Constitution
+3 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+3 Deception CHA
+5 History INT
+3 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
firebolt +1 STR 1d10-1
Magnify Gravity -1 STR 2d8-1
 con save
Magic Missile -1 STR 1d4+1-1
 auto hit
Attacks

Spell Book

Careful Spell. (aoes don't hit friendly's)
Twinned Spell 2x the spell cost the same a spell level

Features & Traits
The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a book on the golden clock 0gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages: Gnome, halfling, Draconic, infernal, Celestial, and common

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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The statblocks of your class features

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Statblocks for race/species of the character.

Gnome/halfling

ability score increase:
age:
Size: Tiny
speed:
Languages:
race features:
Little Your base speed reduces to 25 feet. In addition, your size is Small.   Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.   improved Gnome Cunning You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.   Darkvision 60 ft   gnome, common and dwarf Upbringing scribe You were raised among scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1. Gifted Scribe. When you make an Intelligence (History) check or an ability check using calligrapher’s supplies, you can roll a d4 and add the number rolled to the ability check. Languages. You are fluent in two standard languages of your choice

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Level 0 Spells

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 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.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

PHB

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30’ (Short)
Components: V, S
Duration: Concentration, Concentration, up to 1 round/level
A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a bonus 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: Wizard

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
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.

Level 1 Spells

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: Range: 100’ (Medium)
Components: V, S
Duration: Instantaneous
A missile of magical energy darts forth from your fingertip and strikes its target unerringly, dealing 1d4+1 points of force damage.
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th or higher level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you make your roll damage.
Available for: Wizard

XGtE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction , which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: 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.
Available for: Artificer, Druid, Fighter (Eldritch Knight), Ranger, Rogue (Arcane Trickster), Sorcerer, Wizard

PHB

Detect Magic

1-level Divination

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

Guiding Hand

0-level (Cantrip) Abjuration

1st-level divination (ritual) Casting Time: 1 minute Range: 5 feet Components: V, S Duration: Concentration, up to 8 hours   You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.   When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.   If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Level 2 Spells

EGtW

Magnify Gravity *

1-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: 1 round
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

PHB

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
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.

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