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Andros Mytyl

8 Level (2700/48000 XP for level-up) Sage Background Half Drow Race / Species / Heritage TN Alignment
Rogue
Level 8
Hit Dice: 8/8
1d8+1 Class 1

STR
8
-1
DEX
20
+5
CON
12
+1
INT
16
+3
WIS
14
+2
CHA
10
+0
51
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40/-/-
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+8 Dexterity
+1 Constitution
+6 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
-1 Athletics STR
+0 Deception CHA
+6 History INT
+2 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
+3 Tinker INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hero's Blade +11 DEX 1D6+3+5 Slash
 Finesse, Light, if at full health, may replace attack with guilding bolt
Volkanarr's fang +11 DEX 2D4+3+5 Fire
 Finesse, Light, Any attacks made against a burning enemy automatically crit and heal the user for the full amount. On a nat 1, the fang will explode.
Attacks

Spell Book

Sneak Attack 4d6
Thieves' Cant
Cunning Action
Mage Hand Legerdemain
Darkvision
AIM
Fey Ancestry
Elven Accuracy
Uncanny Dodge
Evasion
Mobile

Features & Traits
Tattered black cloth
letter on scout body
Tiny shrivled mushroom
guild crest
CAKE
Locked Pick
2 Blasting Charges
2 Dynamite
Beanie of Silence
Slashing resistance ring

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 33, Platinum: 0 Money
Common
Elvish
Thieves' Cant
Dwarvish
Sylvan
Undercommon
Light
Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Thieves Tools

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.

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

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Statblocks for your spells.

Level 0 Spells

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Artificer, Sorcerer, Swordmage, Warlock, Wizard

PHB, p230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A pinch of phosphorus, a bit of wychwood, or a glowworm
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds dim light in a 10-foot radius. You can also combine the four lights into one vague glowing form of your chioce of Medium size that sheds bright light for 10-foot radius and dim light for an additional 10-foot radius.   As a bonus action on your turn, you can move the light(s) up to 60 feet to a new spot within range. Seperate lights created by this spell must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range or if targeted by another spell.
At higher levels: You can create an additional two lights once you reach 5th level (total of 6), two more at 11th level (total of 8) and another two when you reach 17th level (total of 10).
Available for: Artificer, Bard, Sorcerer, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

PHB, page 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   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.
At higher levels: You can create an additional effect and the spell's range increases by 10 feet once you reach 5th level (up to 2 effects, 40 feet range), and again at 11th level (up to 3 effects, 50 feet range) and 17th level (up to 3 effects, 60 feet range).
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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.

Colour Spray

1-level Illusion

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S, M
Materials: A gem from a Golden Spider Squid
Duration: 1 round
Damage/Effect: blinded

A dazzling array of flashing, coloured light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Hour
Range/Area: 10 ft
Components: V, S M
Materials: 10 GC worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, cat crab, frog (toad), hawk, lizard, octopus, owl poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) 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.
  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 ft of you.
  You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
  Finally, when cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell as if it had cast the spell. Your familiar must be within 100 ft 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.
Available for: Wizard

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Inventor, Sorcerer, Wizard

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