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Tonin

5 Level (0/14000 XP for level-up) Outlander Background Pseudodragon Race / Species / Heritage Alignment
Familiar
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
11
+0
DEX
21
+5
CON
16
+3
INT
12
+1
WIS
10
+0
CHA
9
-1
60
Hit Points
+5
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
15/60 fly
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+8 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+0 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sting +6 STR 1d4 Piercing
Bite +6 STR 1d4 Piercing
Breath Weapon +4 INT 3d6 Lightning
 5ft by 30ft line
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Control Flame +4 1 Action 60 ft Instantaneous or 1 Hour S
Thunderclap +4 1 Action Self (5-foot radius) Instantaneous 1d6 S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderclap +4 1 Action Self (5-foot radius) Instantaneous 1d6 + S
Arcane Anomaly +4 1 Action Self (30-foot radius) Concentration, up to 1 minute V, S, M
Absorb Elements +4 1 Reaction Self 1 Round 1d6 S
 Notes:You take this. Reaction when you take acid, cold, fire, lightning, or thunder damage.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderclap +4 1 Action Self (5-foot radius) Instantaneous 1d6 + S
Absorb Elements +4 1 Reaction Self 1 Round 1d6 + S
 Notes:You take this. Reaction when you take acid, cold, fire, lightning, or thunder damage.
Air Bubble +4 1 Action 60 ft 24 hours S
Breath of Belladonna +4 1 Action Self (15-foot cube) Instantaneous 3d10 S, M
 Notes:Constitution Save. You take 1d10 upon casting
Darkvision 60 ft
Keen Senses: you have advantage on Perception checks that rely on sight, hearing, or smell
Draconic Ancestry: Spells and features that would normally effect fiends effect you as well
Magic Resistance: You have advantage on saving throws against spells and other magical effects
Sting: On a hit with your stinger, a creature must succeed a constitution saving throw against your Familiar Save DC or become poisoned for 1 minute. A creature can repeat this saving throw at the end of each of their turns.
Draconic Evolution
Starting at 6th level, your body begins to magically change thanks to the power you've gained from being around your master, allowing you to evolve into more of a standard dragon.
You and your master gain resistance to the damage type associated with your draconic evolution and you can now, as an action, use your breath weapon. The damage for the breath weapon is 3d6 of the damage type associated with your draconic evolution and the area and saving throw are also determined by your evolution choice in the breath weapon column. The damage for your breath weapon increases to 4d6 at 11th level, and 5d6 at 16th level.
Once you use your breath weapon, you cannot use it again until you finish a short or long rest.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Familiar Save DC: 8 + prof bonus + intelligence modifier
Spell Save DC: 8 + prof bonus + int modifier
Spell Attack Mod: prof bonus + int mod
Your master can cast spells through you that have a range of touch.
Spellcasting
Armor: Light Armor, Shields
Weapons: Simple Weapons
Tools: Drum
Ability Modifier: intelligence
Common, Draconic, Abyssal

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

Xanathar's Guide to Everything

Control Flame

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:  
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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: Druid, Sorcerer, Wizard

Based on Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (1-meter radius)
Components: Somatic
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder
You create a burst of thunderous sound, which can be heard 20 meters away. Each creature other than you within 1 meter of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Netrunner

Level 1 Spells

Valda's Spire of Secrets

Arcane Anomaly

1-level Abjuration

Casting Time: 1 action
Range/Area: Self (30-foot radius)
Components: V, S, M
Materials: a broken mirror
Duration: Concentration, up to 1 minute
You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.
Available for: Bard, Necromancer, Sorcerer, Witch, Wizard

Replacement Series

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
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

AAG

Air Bubble

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: 24 hours
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

World's Beyond Number

Breath of Belladonna

2-level Necromancy

Casting Time: 1 action
Range/Area: Self (15-foot Cube)
Components: S, M
Materials: three belladonna berries worth 1 gp, which the spell consumes
Duration: Instantaneous
You consume the belladonna berries used as a material component, taking 1d10 poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 poison damage and is poisoned until the start of your next turn. On a success, the creature takes half as much damage and isn’t poisoned. A creature that doesn’t need to breathe automatically succeeds on its saving throw.
At higher levels: If you use a spell slot of 3rd level or higher to cast this spell, the damage you deal increases by 1d10 for each slot level above 2nd. The damage you take doesn’t increase.
Available for: Druid, Warlock, Witch, Wizard

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