5th Edition Character Sheet
Skills
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).
Shocking Grasp: Lightning springs from your hand to deliver a shock toa creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made o f metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start o f its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost: A frigid beam o f blue-white light streaks toward acreature 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).
Magic Missile: You create three glowing darts of magical force. Eachdart hits a creature of your choice that you can see
within range. A dart deals 1d4+1 force damage to its
target. The darts all strike simultaneously, and you can
direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Detect Magic: For the duration, you sense the presence of magicwithin 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.
Charm Person: You attempt to charm a humanoid you can see withinrange. It must make a Wisdom saving throw, and does
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until
the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one additional
creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.
Disguise Self: You make yourself—including your clothing, armor,weapons, and other belongings on your person—look
different until the spell ends or until you u se your action
to dismiss it. You can seem 1 foot shorter or taller and
can appear thin, fat, or in between. You can’t change
your body type, so you must adopt a form that has the
same basic arrangement o f limbs. Otherwise, the extent
of the illusion is up to you.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell
to add a hat to your outfit, objects pass through the hat,
and anyone who touches it would feel nothing or would
feel your head and hair. If you use this spell to appear
thinner than you are, the hand of someone who reaches
out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against your
spell save DC.
Identify: You choose one object that you must touch throughoutthe 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 w as 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.
Fog Cloud: You create a 20-foot-radius sphere of fog centered on apoint 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 (at least 10
miles per hour) disperses it.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.
Mirror Image: Creates 3 duplicates. When in combat roll d20 to determine ifattacker hits you or duplicate. Must roll 6 or higher to hit
duplicate. Duplicate AC10+dex modifier
Suggestion: Lasts up to 8 hrs. Must be short suggestion (Can't kill themself)Must roll wisdom save. Spell ends on completion of task or if they
take damage.
Figurine of Wonderous Power - Ivory Goats:The goat of traveling can become a Large
goat with the same statistics as a riding horse. It has 24
charges, and each hour or portion thereof it spends in
beast form costs 1 charge. While it has charges, you can
use it as often as you wish. When it runs out of charges,
it reverts to a figurine and can't be used again until 7
days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours.Once it has been used, it can't be used again until 30 days
have passed.
The goat of terror becomes a giant goat for up to 3 hours.goat can't attack, but you can remove its horns and use
them as weapons. One horn becomes a lance, +1, and the
other becomes a longsword, +2. Removing a horn requires
an action and the weapons disappear and the horns return
when the goat reverts to figurine form. In addition, the
goat radiates a 30-foot-radius aura of terror while you are
riding it. Any creature hostile to you that starts its turn
in the aura must succeed on a DC 15 Wisdom saving throw or
be frightened of the goat for 1 minute, or until the goat
reverts to figurine form.
The frightened creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success. Once it successfully saves against the effect, a
creature is immune to the goat's aura for the next 24
hours. Once the figurine has been used, it can't be used
again until 15 days have passed.
Bag of Air: Once a day you can unstop it and breath it in. If you hold the air in
you can hold your breath for an hour. If you exhale you can use it as
a Gust cantrip spell. A line of strong wind 60 feet long and 10 feet
wide blasts from you in a direction you choose for the spell’s
duration. Each creature that starts its turn in the line
must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
closer to you.
The gust disperses gas or vapor, and it extinguishes
candles, torches, and similar unprotected flames in
the area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before the
spell ends, you can change the direction in which the
line blasts from you.
School of Enchantment:Enchantment Savant - 1/2 cost on time and gold to enter enchantment
spells in spell book
Hypnotic Gaze - your soft words and enchanting gaze can magically
enthrall another creature. As an action, choose one
creature that you can see within 5 feet of you. If the
target can see or hear you, it must succeed on a Wisdom
saving throw against your wizard spell save DC or be
charmed by you until the end of your next turn. The
charmed creature’s speed drops to 0, and the creature is
incapacitated and visibly dazed. On subsequent turns, you
can use your action to maintain this effect, extending
its duration until the end of your next turn. However,
the effect ends if you move more than 5 feet away from
the creature, if the creature can neither see or hear
you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use
this feature on that creature again until you finish a
long rest.
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]).
Shocking Grasp: Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made o f metal. On a hit,
the target takes [1d8] lightning damage, and it can’t take
reactions until the start o f its next turn.
The spell’s damage increases by [1d8] when you reach
5th level ([2d8]), 11th level ([3d8]), and 17th level ([4d8]).
Ray of Frost: A frigid beam o f 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]).
Magic Missile: You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see
within range. A dart deals [1d4+1] force damage to its
target. The darts all strike simultaneously, and you can
direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Detect Magic: 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.
Charm Person: You attempt to charm a humanoid you can see within
range. It must make a Wisdom saving throw, and does
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until
the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one additional
creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.
Disguise Self: You make yourself—including your clothing, armor,
weapons, and other belongings on your person—look
different until the spell ends or until you u se your action
to dismiss it. You can seem 1 foot shorter or taller and
can appear thin, fat, or in between. You can’t change
your body type, so you must adopt a form that has the
same basic arrangement o f limbs. Otherwise, the extent
of the illusion is up to you.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell
to add a hat to your outfit, objects pass through the hat,
and anyone who touches it would feel nothing or would
feel your head and hair. If you use this spell to appear
thinner than you are, the hand of someone who reaches
out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against your
spell save DC.
Identify: 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 w as 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.
Fog Cloud: 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 (at least 10
miles per hour) disperses it.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.
Mirror Image: Creates 3 duplicates. When in combat roll [d20] to determine if
attacker hits you or duplicate. Must roll 6 or higher to hit
duplicate. Duplicate AC10+dex modifier
Suggestion: Lasts up to 8 hrs. Must be short suggestion (Can't kill themself)
Must roll wisdom save. Spell ends on completion of task or if they
take damage.
Figurine of Wonderous Power - Ivory Goats:
The goat of traveling can become a Large
goat with the same statistics as a riding horse. It has 24
charges, and each hour or portion thereof it spends in
beast form costs 1 charge. While it has charges, you can
use it as often as you wish. When it runs out of charges,
it reverts to a figurine and can't be used again until 7
days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours.
Once it has been used, it can't be used again until 30 days
have passed.
The goat of terror becomes a giant goat for up to 3 hours.
goat can't attack, but you can remove its horns and use
them as weapons. One horn becomes a lance, [+1], and the
other becomes a longsword, [+2]. Removing a horn requires
an action and the weapons disappear and the horns return
when the goat reverts to figurine form. In addition, the
goat radiates a 30-foot-radius aura of terror while you are
riding it. Any creature hostile to you that starts its turn
in the aura must succeed on a DC 15 Wisdom saving throw or
be frightened of the goat for 1 minute, or until the goat
reverts to figurine form.
The frightened creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success. Once it successfully saves against the effect, a
creature is immune to the goat's aura for the next 24
hours. Once the figurine has been used, it can't be used
again until 15 days have passed.
Bag of Air: Once a day you can unstop it and breath it in. If you hold the air in
you can hold your breath for an hour. If you exhale you can use it as
a Gust cantrip spell. A line of strong wind 60 feet long and 10 feet
wide blasts from you in a direction you choose for the spell’s
duration. Each creature that starts its turn in the line
must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
closer to you.
The gust disperses gas or vapor, and it extinguishes
candles, torches, and similar unprotected flames in
the area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before the
spell ends, you can change the direction in which the
line blasts from you.
School of Enchantment:
Enchantment Savant - 1/2 cost on time and gold to enter enchantment
spells in spell book
Hypnotic Gaze - your soft words and enchanting gaze can magically
enthrall another creature. As an action, choose one
creature that you can see within 5 feet of you. If the
target can see or hear you, it must succeed on a Wisdom
saving throw against your wizard spell save DC or be
charmed by you until the end of your next turn. The
charmed creature’s speed drops to 0, and the creature is
incapacitated and visibly dazed. On subsequent turns, you
can use your action to maintain this effect, extending
its duration until the end of your next turn. However,
the effect ends if you move more than 5 feet away from
the creature, if the creature can neither see or hear
you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use
this feature on that creature again until you finish a
long rest.
*Sea sparrow
Birthplace: Unknown
Current Age: 28
Parents: You never knew your parents.
Siblings: None you know of
Family: You were raised on a ship. Your father disappeared to unknown fate and your mother abandoned you.
Primary guardian: Mozû Staurhell, Lawful Neutral Half-Orc Fighter that works as a Sailor. Your relationship was friendly. He is alive and quite successful.
Lifestyle: Poor. Grew up on a ship hauling freight
Childhood: Others saw you as being different or strange, and so you had few companions.
Life
Background: Sailor
Motivation: You were adopted by a sailor who took you to sea.
Origin: While on shore leave you found a spell book in a small shop and were drawn to magic.
Shout outs: Stacey, Bobby Marr, Vincent Drone, thea musing, Stefku, Brian Nunziato, Garrett Smith, Marinos Papadimitriu, Matt Yates, Elisa Martinez, Ryan Flagg, JMartins, Jade Arrowood, Angelo Anderson, yoland katamari, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Jayden wingler, Yi Tan, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, keith oneal rogers, Cam Largent, Thaddeus Johnson, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Tiffany Mathis, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Caio Mantovani Alves, Thobek, Aaron Teupe, Felix Schmäche, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, KingHavok1217, Mx Charlie, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Leanna Orr, Ezzela1891, John Nazario, Gary, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!