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Suftae Ceuneir

3 Level (900/2700 XP for level-up) Chronicler Background Halfling (Mark of Healing) Race / Species / Heritage Neutral Good Alignment
Wizard
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
12
+1
DEX
16
+3
CON
13
+1
INT
16
+3
WIS
16
+3
CHA
12
+1
17
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+1 Constitution
+5 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+1 Deception CHA
+5 History INT
+3 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Halfling, Celestial

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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Level 0 Spells

Player's Handbook 5E (WoC)

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: A firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10ft in any dimension. Until the spell ends, the object sheds bright light in a 20ft radius and dim light for an additional 20ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At higher levels: At 5th Level. When you cast this spell, you can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet. As a bonus action, you can change the color and brightness of the light if you can see it and it is within 300 feet of you.
At 11th Level. You can fire a wisp of light at an object up to 120 feet away, applying the spell's effects on contact. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At 17th Level. When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius.
Available for: Bard, Cleric, Sorcerer, Wizard

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: Sorcerer, Warlock, Wizard

Level 1 Spells

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: Bard, Cleric, Druid, Inventor, Paladin, Ranger, Sorcerer, Wizard

Comprehend Languages

1-level Divination

Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell does not decode secret messages in a text or a glyph, such as an arcane signal, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

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