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Ginko

1 Level (0/300 XP for level-up) Sage Background Lizardfolk Race / Species / Heritage True neutral Alignment
Wizard
Level 1
Hit Dice: 1/1
1d6+1 Class 1

STR
10
+0
DEX
15
+2
CON
13
+1
INT
16
+3
WIS
14
+2
CHA
16
+3
7
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30ft walk 30ft swim
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+1 Constitution
+5 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+3 Deception CHA
+5 History INT
+4 Insight WIS
+3 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +0 STR 1d6 piercing
Quaterstaff +2 DEX 1d6+2 Bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt 1 action 120ft Instantaneous 1d10 V, S
 Notes: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. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Poison Spray 1 action 10 feet Instantaneous 1d12 V, S
 Notes:You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Acid Splash 1 action 60ft Instantaneous 1d6 V, S
 Notes:ou hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 action 15 ft Instantaneous 3d6 V, S
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Shield 1 reaction Self 1 round V, S
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Tasha's Caustic Brew 1 action 30 ft line Concentration, up to 1 minute 2d4 V, S, M
 Notes:A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Chromatic Orb 1 action 90 feet Instantaneous 3d8 V, S, M
 Notes:You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. 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.
Expeditious Retreat 1 bonus action Self Concentration, up to 10 minutes V, S
 Notes:This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Feather Fall 1 reaction, which you take when you or a creature within 60 feet of you falls 60 feet 1 minute V, M
 Notes:Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Cunning Artisan.

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.


Hold Breath.

You can hold your breath for up to 15 minutes at a time.


Natural Armor.

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Hungry Jaws.

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Features & Traits
A bottle of ink

A quill

A small knife

A letter from a dead colleague posing a question you have not yet been able to answer

A set of common clothes

A quarterstaff

A component pouch

A backpack

A bedroll

A mess kit

A tinderbox

10 torches

10 days of rations

A waterskin

50 feet of hempen rope

A spellbook

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
You can speak, read, and write Common, Draconic, Dwarvish and Goblin.

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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