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Taiyō Kogane

1 Level (0/300 XP for level-up) Pilot Background Lenthain Pendallen Race / Species / Heritage Chaotic Good Alignment
Shaman
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
8
-1
DEX
15
+2
CON
14
+2
INT
10
+0
WIS
15
+2
CHA
15
+2
10
Hit Points
+4
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30ft (Walking) 30ft (Climbing).
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+2 Deception CHA
+0 History INT
+2 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
+14 Passive Perception WIS
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Club +1 STR 1d4-1 Bludgeoning
 Light
Javelin +4 DEX 1d6+2 Piercing
 Thrown, Range (30/120)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 action Touch 1 Minute V, S
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Find Familiar: Kiri (Homebrew) 1 action 10ft 1 Hour V, S
 Notes:You gain the service of Kiri, an owlbear cub familiar. Appearing in an unoccupied space within range, the familiar has the statistics of an owlbear cub, though it is a fey, instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
=== SHAMAN FEATURES ===

*As a Shaman you get the following class features •

Hit points: 1d8 per shaman level
HP at 1st level: 8 + constitution modifier
HP at higher levels: 1d8 + constitution modifier per shaman level.

Proficiencies:

Light armour, shields
Simple weapons
Herbalism Kit
Saving throws: Wisdom, Constitution
Skills: Nature, Medicine, Perception

Totems (lesser): Only one totem per element active at a time but can have any combo active at a time, including all at once. AC = Shaman spell save DC, 1HP, can be placed within 30ft of the Shaman. Totems require a bonus action to use and last for one minute.

Lesser Fire: Searing Totem - Each turn the totem is active it inflicts 1d4 fire damage to a creature within 20ft.

Lesser Earth: Earthbind Totem - Terrain within 20ft is considered to be difficult terrain to any creatures of the Shaman’s choice.

Lesser Water: Healing Stream Totem - Each turn it is active it restores 1d4 hp to a creature of your choice within 20ft.

Lesser Air: Grounding Totem - The first time an ally would be affected by an offensive spell the totem nullifies it and then crumbles to dust.

Spell casting:

Spell save dc = 8 + proficiency + wisdom modifier
Spell attack modifier = proficiency + wisdom modifier

Elemental languages

Commune with the elements

=== LENTHAIN RACIAL TRAITS ===

* Beautiful Nature •
As an action you can force a creature you have interacted with to make a Wisdom saving throw. The DC is equal to 8 + Proficiency + Charisma Modifier. If they fail, the target has Disadvantage to attacks against you. The creature can remake the saving throw after each of their turns. You can use this ability an equal amount of times to your Charisma modifier (minimum of 1).

* Darkvision •
60 feet, can't discern colour.

* Enchanting Visage •
Creatures have disadvantage on Insight checks against you

* Languages •
You can spreak, read and write in Common and Pendallen

* Naturally Artistic •
You are proficient with Painter's Supplies

* Squat Nimbleness •
You have the Squat Nimbleness Feat

Features & Traits
Leather armour, shield, herbalism kit, pouch of dirt, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, water skin, hempen rope (50ft).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips Known: 2
Spellcasting
Languages: Common, Elvish, Pendallen, Primordial.


Proficiences:

(Armor) Light armor, medium armor, shields.


(Weapons) Clubs, daggers, darts, javelin, maces, quarter staffs, scimitars, sickles, slings, spears
(Tools) Herbalism Kit

Languages & Proficiencies
If someone is in trouble, I’m always ready to lend help.
I’m confident in my own abilities and do what I can to instill confidence in others.

Personality Traits
Respect. People deserve to be treated with dignity and respect. (Good)

Ideals
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
I protect those who cannot protect themselves.
I have a family, but I have no idea where they are. One day, I hope to see them again.

Bonds
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Flaws
Taiyō Kogane when translated into common means Golden Sun. Taiyō meaning sun and Kogane meaning golden. Taiyō was given his name due to his bright golden eyes and his beautiful fur coat. Although Taiyō is a Lenthain Pendallen, he was actually raised in the country of Socraesia by a couple of Cersal Pendallen, who were his godparents.

Taiyō has very few memories of his birth parents but his adopted parents raised him to be an upstanding member of society and took good care of him, he considers them to be his real parents. When he came of adulthood, his adopted parents told him that his real parents had planned on travelling to Zlonio, the floating city for a short trip but their airship never reached the city.

Inspired by this story to find out what happened to his parents, he left his hometown of Phumen, to begin training as an airship pilot in Kurigata. After many years of training on both airborne and naval vessels, Taiyo was finally granted the title of captain due to his service in Socraesia's navy. As he retired from the navy he was given a full license for both naval and airborne vessels and began to work as an airship pilot for Zlonio.

A few years into the job, Taiyō was finally on a return trip to Kurigata, to take a holiday and see his adopted parents again. It was then that one of the passengers aboard his airship punctured one of the balloons, causing the airship to careen off course, crashing into the bamboo forests of Socraesia. As the airship plummeted to the ground he thought he would die, wondering if this was a targeted hit on him or not.

Taiyō awoke to the sound of screaming, as he noticed another passenger was being eaten alive by an owlbear. This caused Taiyō to gasp, drawing the creature's attention, the creature stomped on another passenger, her gaze locked with Taiyō's. It was then that a cub came running out from behind her to eat the fresh carcass. The mother didn't like this and batted the cub into a tree, landing near Taiyō. As the owlbear stomped towards him, rattling was coming from inside the airship's hull, and a displacer beast emerged from the wreckage (having been stowed illegally by another passenger).

The Owlbear and Displacer Beast locked into combat with one another, with the Displacer Beast only just coming out on top. Its attention then focused on the Pendallen and Owlbear Cub just metres away from it and began to stalk them.

Taiyō prayed for any god to come to his aid as the beast crept closer, before suddenly feeling a surge of power course through his veins and letting loose a bolt of lava. His call had been answered and the elements themselves began coursing through his veins. This burst of lava was enough to fell the inured beast, giving Taiyō a chance to divert his attention to the injured cub, who was breathing heavily, somehow Taiyō knew the cub had a punctured lung and using his newfound power, healed it with a wave of healing waters. This is when Taiyō passed out.

He was awoken by the cub nudging him, it had brought him some fruit from the crash site, as he looked down it was then that he noticed the metal rod sticking through his abdomen. He locked eyes with the cub and gave it a good petting, knowing he would soon pass on. The cub, perhaps inspired by Taiyō's earlier actions decided to pull the metal out of his stomach, which he instinctively cauterised with fire magic before passing out again.

When he awoke next, the cub was chewing on some of the fruit, as it noticed him open his eyes it rolled some fruit over to him, it was then that Taiyō decided to dedicate himself to raising the cub and understanding his strange new connection to elements. He named the cub Kiri. Which is the Pendallen word for fog, as he noticed her hazy colouration.

Taiyo stored the dead displacer beast back inside the magical jar it had come out from, noticing the words 'Property of Zaipport's Curious Creatures'. He then formed a magically imbued, stone swordlike club for himself, and patched together some new armour, not wanting the Owlbear and other materials to waste away. 

A few months passed as Taiyō learned more about his new shamanistic powers, learning to attune himself to nature and how to care for his newfound companion.

After fixing his flight cap, he made one for Kiri and set to work repairing the airship, before returning with the cargo and the cremated remains of the fallen passengers to Zlonio to report the situation.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Owlbear Cub

Small monstrosity, neutral
Armor Class 11
Hit Points 14
Speed 25ft

STR
15 +2
DEX
6 -2
CON
14 +2
INT
8 -1
WIS
10 0
CHA
10 0

Saving Throws Str +4, Con +4
Senses darkvision 60 ft., passive Perception 10
Challenge 1/4


Keen Sight and Smell. The owlbear cub has advantage on Wisdom (Perception) checks that rely on sight or smell.


Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage


 

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Statblocks for your spells.

Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

Homebrew

Find Familiar: Kiri (Homebrew)

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: Verbal, Somatic
Duration: 1 hour
You gain the service of Kiri, an owlbear cub familiar. Appearing in an unoccupied space within range, the familiar has the statistics of an owlbear cub, though it is a fey, instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Level 1 Spells

Player's Handbook (Woc)

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A morsel of food
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

Player's Handbook (Woc)

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft cone)
Components: Verbal, Somatic
Duration: Instantaneous
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 ft 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.
Available for: Wizard, Sorcerer

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

PHB p231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Xanathar's Guide to Everything 5E

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10 ft
Components: Verbal, Somatic
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5ft diameter portion requiring at least 1 minute to clear by hand.
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.
Available for: Bard, Druid, Sorcerer, Wizard

Xanathar's Guide to Everything 5E

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 ft
Components: Somatic, Material
Materials: A drop of water or a piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5ft of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot above 1st. 
Available for: Druid, Sorcerer, Wizard

PHB, page 238

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Strength
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.

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

PHB p239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or a piece of down
Duration: 1 minute
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.
Available for: Artificer, Bard, Sorcerer, Wizard

Player's Handbook 5E (WoC)

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A sprinkling of holy water
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 
Available for: Cleric, Paladin

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred 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.

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