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Rhoc'mae Oukko

3 Level (0/2700 XP for level-up) Noble Background Changeling Race / Species / Heritage Lawful Neutral Alignment
Wizard
Level 3
Hit Dice: 1/3
1d6+2 Class 1

STR
8
-1
DEX
13
+1
CON
14
+2
INT
20
+5
WIS
18
+4
CHA
16
+3
18
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+7 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+7 Arcana INT
-1 Athletics STR
+3 Deception CHA
+7 History INT
+6 Insight WIS
+5 Intimidation CHA
+5 Investigation INT
skills
+4 Medicine WIS
+5 Nature INT
+4 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1D4+1 Piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +7 1 action 60ft 1 round 1d6 V
 Notes:The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Message 1 action 120ft 1 round 0 V, S, M
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Minor Illusion 1 action 30ft 1 minute 0 S, M
 Notes: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 2 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult 1 action 60ft Instantaneous 3d8 S
 Notes: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.
Find Familiar 1 hour 10ft Instantaneous 0 V, S, M
 Notes:Chosen familiar: Imp. The imp is named Trurennath and likes to attach gold and precious object to his body.
Gift of Alacrity 1 minute Touch 8 hours 0 V, S
 Notes:You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Charm Person 1 action 30ft 1 hour 0 V, S
 Notes: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.
Mage Armor 1 action Touch 8 hours 0 V, S, M
 Notes: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.
Magic Missile 1 action 120 ft Instantaneus 3D4+3 V, S
 Notes: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.
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Shapechanger.
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

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.

Features & Traits
Fine clothes, signet ring, scroll of pedigree, a purse, arcane focus (Headband inscribed with runes), backpack, bottle of ink, ink pen, 10 sheets of parchment, a small knife, a little bag of sand, book of lore, Spellbook (Large leather book covered in tassels),

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 150, Platinum: 0 Money
Languages: Common, Draconic, Dwarvish
Tool proficiencies: Dragon chess

Languages & Proficiencies
I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.

Personality Traits
It is my duty to respect the authority of those above me, just as those below me must respect mine.

Ideals
My loyalty to my house patriarch is unwavering.

Bonds
I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.

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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[block: Hat of wizardry This antiquated]

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Khanvil.

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