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Raz

6 Level (20225/23000 XP for level-up) https://www.dandwiki.com/wiki/Courtesan_(5e_Background) Background Maned Wolf Race / Species / Heritage Neutral 1 Alignment
Cosmic Sage
Level 6
Hit Dice: 6/6
1d8+5 Class 1

STR
20
+5
DEX
12
+1
CON
20
+5
INT
19
+4
WIS
20
+5
CHA
12
+1
83
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
1 / 1
Chakra
4 / 4
level 1 spell slots
3 / 3
level 2 spell slots
3 / 3
Level 3 Spell sloots
3 / 3
Storm strike
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+1 Dexterity
+5 Constitution
+4 Intelligence
+8 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+7 Arcana INT
+5 Athletics STR
+5 Deception CHA
+4 History INT
+8 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
+8 Mystic's Tools WIS
+8 Navigator’s tools WIS
+8 Alchemist’s supplies STR
+8 Woodcarver’s tools STR
+7 Disguise Kit INT
skills
+5 Medicine WIS
+4 Nature INT
+5 Perception WIS
+5 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Long Sword +8 STR
cosmic staff +8 STR 1d4+5
cosmic longsword +8 STR 1d8+5 slashing
 Versatile (1d10)
cosmic quarterstaff +8 STR 1d6+5 bludgeoning
 Versatile (1d8)
cosmic longbow +8 STR 1d8+5 piercing
 Ammunition (range 150/600), heavy, two-handed
cosmic warpick +8 STR 1d8+5 piercing
cosmic morningstar +8 STR
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lightning Bolt 1 action self(100ft line) instant 8d6 v,s,m 1
 Notes:A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
thunderwave 1 action 15ft cube instant 2d8 V, S 0
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. 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.
Magic Missile 1 action 120ft instant 3d4+3
 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. 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.
Wind enhancement
 Notes:casting Haste or Fly

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Bolt 1 action self(100ft line) instant 8d6 + v,s,m 1
 Notes:A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
thunderwave 1 action 15ft cube instant 2d8 + V, S 0
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. 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.
Magic Missile 1 action 120ft instant 3d4+3 +
 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. 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.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Bolt 1 action self(100ft line) instant 8d6 + v,s,m 1
 Notes:A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
thunderwave 1 action 15ft cube instant 2d8 + V, S 0
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. 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.
Magic Missile 1 action 120ft instant 3d4+3 +
 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. 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.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Bolt 1 action self(100ft line) instant 8d6 + v,s,m 1
 Notes:A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
thunderwave 1 action 15ft cube instant 2d8 + V, S 0
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. 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.
Magic Missile 1 action 120ft instant 3d4+3 +
 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. 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.
Background Features
Feature:Past Influence
Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction.
Cosmic Staff
Starting at level 1, you gain a tool which marks you as the sage chosen. It is constructed of exotic materials found from all along the reaches of the vast cosmos, giving it the unique ability to change its properties and output based on its surroundings. For now, it is in the form of a staff. You can freely recall this staff back to either your hand or its holster without expending an action. When recalling, you can choose if its pulled to the area, or if it teleports straight there. If your staff is destroyed, you can reconstruct it by meditating for 8 hours uninterrupted, regathering energies from the universe into a solid form. If you have any piece of the original staff, you only need to meditate for 1 hour.

This staff is the focus for all your spellcasting.

Spellcasting
Starting at 1st level, you are well attuned to the cosmic energies which flow about the universe. Armed with your staff as your focus, you gain immense utility over the channels where the dunamis flows, and can manifest them and their effects as you will it to.

Cantrips
At 1st level, you know two cantrips which you may choose from the Cosmic Sage Cantrip List at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cosmic Sage table.

Casting Spells
The Cosmic Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your Cosmic Staff, which is the focus for all your magic. You can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher
Each time you gain access to a new level of spell, you learn a single spell chosen from the wizard spell list of the appropriate level. These spells must be from the school of evocation. At 5th, 11th, and 7th level, you may swap up to two spells you know of 1st level and higher.

Spellcasting Ability
You use Wisdom as your spellcasting ability for your cosmic sage spells.

Spell save DC = 8 + Proficiency bonus + Wisdom Modifier

Spell attack modifier = Proficiency bonus + Wisdom Modifier

Staff Versatility
Starting 2nd level, your staff reflects the nature of change present in everything in the cosmos. It can take a variety of forms and properties, including that of weapons. You may spend 1 minute focusing on your staff as though you were casting a spell. The staff then takes one of the following effects of your choice:

The staff takes the form of one of the following weapons: longsword, morningstar, war pick, longbow.
The staff elongates into a quarterstaff. It deals magical bludgeoning damage for the purposes of overcoming resistances.
If you hit with the staff as an improvised weapon, you are considered proficient in it, and it deals 1d4 damage. You can choose the damage type of the staff when you finish focusing, and you cannot change it until you use this feature again. The damage types you can choose are fire, cold, lightning and psychic.
The staff returns to its normal form after 24 hours, or when you revert it with a bonus action. No matter which effect the staff takes, it remains your arcane focus as well. Once you use this feature, you must finish a short or long rest before using this feature again.

Starting at 6th level, you may expend one hour to perform a ritual, uninterrupted, through which your staff engulfs and absorbs a magical weapon. The staff then takes on the properties of the absorbed weapon, but remains your focus. Your staff can only be combined with one weapon at a time. You may perform another ritual to fuse the staff with another weapon, which will eject the previous weapon without damaging it. The staff then takes on the properties of this new weapon, losing all that of the previous.

Cosmic Gifts
As you reach the paragon of the sage, you gain new properties and traits which change your body, mind and powers to embody the universe. At 3rd level, choose one gift of either the Wiseman, Conqueror, or Influencer, all detailed at the end of the class description. At 6th, 10th, 14th and 18th levels, you can choose one more gift as granted from the cosmos. You cannot have more gifts than as shown under the Gifts column of the class table appropriate for your level. For each level you gain in the class, you have the option of swapping your gift for another. (gift chosen-
Permeate-Your eyes now faintly glow with allure and the colors of the nebulas beyond. You can use your Wisdom modifier for all Charisma skill checks instead of your Charisma.)
Atlas
Your size now counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
For your Staff Versatility options, you can have your staff become a shield or a suit of light armor of your choice. If you choose the shield option, you are considered proficient in this special shield.

Napoleonic Fortitude
Your hit point maximum increases by an amount equal to your Wisdom modifier every time you gain a level in this class.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Strike of the Giants
Prerequisite: Martial Weapon Proficiency or Giant Foundling Background

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Features & Traits
(long sword)
with 20 ammunition (darts)
(a) a trinket of your cosmology(A book that perfectly records the holder's dreams when held while sleeping.)
(explorers pack)-Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope

cosmic staff
set of fine clothes
small gilded mirror
Disguise kit


Elven chainmail
54 Mithril dagasi, and 10 diamond bits (in bytopia, this is essentially 2 platinum, 10 gold)

iun stone of strength-A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Languages- Common, Infernal, Celestial

Languages & Proficiencies
I am unafraid to get up-close and "personal" with some people or situations.

Personality Traits
Independence. My body and soul are my own, no matter what anyone else may say about me. (Neutral.)

Ideals
My clients are all I have.

Bonds
I use any means I have at my disposal to complete a goal.

Flaws
Resistance to fire and heat related

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.

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Level 0 Spells

Player's Handbook p267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 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.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

SRD

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: 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.
At higher levels: 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 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

SRD

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
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).
Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

SRD

Magic Missle

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
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.
Available for: Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
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.
Available for: Bard, Druid, Sorcerer, Wizard

Level 2 Spells

SRD

Warding Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Available for: Bard, Druid, Sorcerer, Wizard

Level 3 Spells

SRD

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: self (100 foot line)
Components: VSM
Materials: A bit of fur and a rod of amber, crystal, or glass, or focus
Duration: instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Available for: Sorcerer, Wizard

SRD

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A shaving of licorice root
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

SRD

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: \A wing feather from any bird, or focus
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

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