Remove these ads. Join the Worldbuilders Guild

Gregor der Große

3 Level (0/2700 XP for level-up) Gedächtnis verloren Background Halbling Race / Species / Heritage Alignment
Zauberer
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
11
+0
DEX
17
+3
CON
14
+2
INT
6
-2
WIS
9
-1
CHA
15
+2
14
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
9
Passive Perception
3 / 3
Zaubereipunkte
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+1 Dexterity
+2 Constitution
-4 Intelligence
-3 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
-2 Arcana INT
+0 Athletics STR
+4 Deception CHA
+0 History INT
-1 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
-1 Medicine WIS
-2 Nature INT
-1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
-2 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Feuerbolzen +4 CHA 1d10 Feuer
 Fernkampf (Reichweite 120)
Shocking Grasp +4 CHA 1d8 Blitz
 Nahkampf, Opfer verliert bei Treffer Reaktion
Armbrust +5 DEX 1d8+3 Piercing
 Nachladen, Zweihändig, Fernkampf (Reichweite 80/320)
Dolch +5 DEX 1d4+3 Piercing
Chaos Geschoss +4 CHA 2d8+1d6 Säu/Käl/Feu/Kra/Bli/Gif/Psy/Don
 D8 bestimmt den Schadenstyp, bei gleichen Würfeln springt Angriff auf nächsten Gegner über
Faust +2 STR 1 Schlag
Attacks

Zaubersafe DC: 12


Zauberangriffsmodifikator: +4
Du kannst deine Zauberslots jederzeit benutzen. Nach einer langen Pause erhältst du alle zurück. Du kannst auch Zaubereipunkte ausgeben um deine Slots zu regenerieren.

Halbling


Lucky:
Wenn du eine 1 würfelst, würfle nochmal und nimm das neue Ergebnis

Brave:
Vorteil bei Rettungswürfen gegen verängstigt

Halfling Nimbless:
Du kannst dich ohne Nachteile durch Felder bewegen auf denen jemand steht der größer ist als du

Natürlich unauffällig:
Du kannst dich erfolgreich hinter jemandem verstecken, der größer ist als du

Zauberer(Wilde Magie):


Woge der Wilden Magie:
SL entscheidet ob beim casten eines Zaubers "Woge der Magie"(D100) ausgeführt wird

Gezeiten der Magie:(1/Lange Pause)
Du bekommst Vorteil auf Angriffs-, Attributs oder Rettungswurf
Wenn du einen Zauber wirkst entscheidet SL ob "Woge der Wilden Magie"(D100) gewürfelt wird. Dann erhälst du die Anwenudng dieser Fähigkeit zurück

Zaubereipunkte:(Max. 2, Lange Pause)
-Zaubereiplätze erschaffen(Bonus)
-Zaubereipunkte erschaffen(Bonus)

Features & Traits
Alte Socke (Arkaner Fokus)
Armbrust (40 Bolzen)
2 x Dolch
10 Fackeln
10 Rationen
Trinkschlauf
15 m Hanfseil
Säbel
Kette "Lemmie"
Kette "Gregor"
Birnenemblem

Equipment Copper: , Silver: 10, Electrum: , Gold: 55, Platinum: Money
Waffen: Dolch, leichte Armbrust, Wurfpfeile, Schleudern, Kampfstäbe
Werkzeuge: Navigationswerkzeuge
Sprachen: Common, Halbling

Languages & Proficiencies
Die Sockenpuppe
Das Chaos

Bonds
Vergesslich
Euryale: - 2 auf alle Saving Throws, Nur von Gott heilbar

Flaws
Bei Fragen, Anpassungswünschen, Vorschlägen oder Ideen haut mich gerne an.

Notes


™ & © 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.

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

Gregors Sockenpuppe

Spellcasting Focus

Common Chaos Requires Attunement

Eine Violette leicht schmutzige Socke mit einem kleinen Loch am Fersenteil. 

Gregor der Große hat diese Socke immer bei sich und auch Regelmäßig auf der Hand. Er redet mit ihr und sie gibt zu verschiedenen Situationen ihren Senf ab. Auf andere Menschen hat sie eine sehr unterhaltende Wirkung und von ihren und Gregors Shows werden viele gebannt.

Cost: --
Weight: 30 g

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

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).

Class(es): Sorcerer, Wizard

PHB

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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 of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

PHB

Control Flames

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
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.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Xanathar's Guide to Everything

Chaos Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Class(es): Sorcerer

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V S M
Materials (a piece of cured leather)

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

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

PHB

Silent Image

1-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials A bit of Fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

mickiblub.

Statblock Type

Character Sheet (latest)

Link/Embed