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Athecalmoditar Thaorius

7 Level (0/34000 XP for level-up) The Warrior Background Altmer Race / Species / Heritage True Neutral Alignment
Wizard
Level 7
Hit Dice: 7/7
1d6+3 Class 1

STR
6
-2
DEX
14
+2
CON
16
+3
INT
22
+6
WIS
6
-2
CHA
8
-1
65
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
8
Passive Perception
37 / 37
Magicka
Spellcasting ...
+9 Attack mod
INT Ability
+6 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+2 Dexterity
+3 Constitution
+9 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
-2 Animal Handling WIS
+9 Arcana INT
-2 Athletics STR
-1 Deception CHA
+9 History INT
+1 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
skills
-2 Medicine WIS
+6 Nature INT
-2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Iron Dagger +1 STR 1d6-2 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Bound Dagger +9 1 Bonus Action Self 10 Minutes 1d6+6
 Notes:You summon a magical dagger into an open hand. You are proficient with the dagger, and you use Intelligence for your attack and damage bonuses. On a hit, the dagger deals 1d6 Force damage. Any One-Handed perks you have that apply to daggers also apply to this Bound Weapon. At Higher Levels. As your Rank increases, you can make more attacks with the magical dagger when you take the Attack action on your turn (2 attacks at Journeyman, 3 attacks at Master).
Elemental Ward +9 1 Reaction, taken when you take Fire, Frost, or Shock damage Self Instantaneous 1d8
 Notes:You quickly interpose a ward between yourself and elemental energy, reducing Fire, Frost, or Shock damage taken from the triggering effect by 1d6. At Higher Levels. The damage reduced by this spell increases as your Rank increases: 1d8 at Apprentice, 1d10 at Expert, and 1d12 at Master. At Journeyman, you can add your Intelligence modifier to the damage reduction.
Find Familiar +9 1 Minute Self Instantaneous
 Notes:You gain the service of a familiar, a spirit that takes a Tiny animal form you choose. Appearing in an unoccupied space within 5 feet of you, the familiar has the statistics of the chosen form, though it is a Daedra 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. 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 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.
Stabilize +1 1 Action Touch Instantaneous
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Bound Sword +9 1 Bonus Action Self 10 Minutes 2d4+6 2 MP
 Notes:You create a spectral sword in an empty hand. You are considered proficient with the Bound Sword, and you use Intelligence for your attack and damage rolls. On a hit, the sword deals 2d4 Force damage. The spell ends early if you drop the weapon, you are Incapacitated, or if you end the effect as a Bonus Action. Any One-Handed perks you have that apply to swords also apply to this Bound Weapon.
Detect Life +9 1 Bonus Action Self (30-ft. radius) Sustain (1 MP) 1 MP
 Notes:Until the end of your next turn, you know the exact locations of all living creatures within 30 feet of you. You can spend 1 MP as a Bonus Action on successive turns to extend the spell’s duration to the end of your next turn.
Inspiration +2 1 Action 30 ft. Concentration, up to 1 minute 2 MP
 Notes:Choose up to a number of creatures equal to your Proficiency Bonus within the spell’s range that can hear you. The targets are Rallied for the spell’s duration.
Magic Missile +1 1 Action 120 ft. Instantaneous 1d4+2 2 MP
 Notes:You a number of glowing darts of magical force equal to your Proficiency bonus. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 2 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Minor Cure Wounds +1 1 Action Touch Instantaneous 2d6-2 1 MP
 Notes:A creature you touch regains hit points equal to 2d6 + your Wisdom modifier. This spell has no effect on Constructs or Undead.
Oakflesh +9 1 Action Self 8 Hours 1 MP
 Notes:You coat your body in basic magical armor, giving you a +1 bonus to your AC for the spell’s duration.
Shield +9 1 Reaction, when you are hit by an attack or targeted by the Magic Missile spell Self 1 round 2 MP
 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.
Soul Snare +9 1 Bonus Action 15 ft. Concentration, up to 1 minute 1 MP
 Notes:You bind a target’s soul to an empty Soul Gem. If the target dies before the spell ends, their soul is trapped within an empty Soul Gem you are carrying. The spell fails if the target’s soul is too powerful for any of the Soul Gems you are carrying, or if you aren’t carrying any empty Soul Gems.
Summon Scamp +9 1 Action 30 ft. Concentration, up to 1 Hour 2 MP
 Notes:A Scamp appears in an empty space within the spell’s range. The Scamp is under your control for the spell’s duration, and it follows any verbal commands you give it (no action required). The scamp ignores any commands that are directly harmful to it. During combat, the Scamp acts immediately after your turn. The spell ends early if your Concentration breaks, the Scamp is Banished or dies, or if you dismiss the Scamp as a Bonus Action.
Catch Tongue +9 1 Reaction, when a creature you can see within range attempts to cast a spell 90 feet Instantaneous 7 MP
 Notes:You attempt to prevent a spell from being cast by a creature you can see within range. If the target is casting a spell of Apprentice level or lower, the spell fails, and any MP used to cast the spell is wasted. If the spell is of Journeyman level or higher, you must make an Intelligence check against a DC based on the spell’s level: 15 for Journeyman, 17 for Expert, or 20 for Master. If the check succeeds, the caster’s spell fails, and any MP they used to cast the spell is wasted.
Invisibility +2 1 Action Touch Concentration, up to 1 hour 9 MP
 Notes:A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Purge Affliction +1 1 Action Touch Instantaneous 7 MP
 Notes:A creature you touch is cured of disease and any of the following conditions: Blinded, Frightened, Paralyzed, Poisoned, and Silenced. This spell has no effect on Constructs or Undead.
Stoneflesh +9 1 Action Self 8 Hours 6 MP
 Notes:You coat your body in magical armor, giving you a +2 bonus to your AC for the spell’s duration.
Summon Atronach +9 1 Action 60 ft. 1 Hour 9 MP
 Notes:A Fire Atronach, Frost Atronach, or Storm Atronach (your choice) appears in an empty space within the spell’s range. The atronach is under your control for the spell’s duration, and it follows any verbal commands you give it (no action required). The atronach ignores any commands that are directly harmful to it. During combat, the Atronach acts immediately after your turn. The spell ends early if the atronach is Banished or dies, or if you dismiss it as a Bonus Action.
Wave of Force +1 1 Action Self (30 ft. cube) Instantaneous 6d6 7 MP
 Notes:You unleash a pulse of magical force in a 30 ft. cube, forcing creatures in the area to make a Strength saving throw. On a failed save, a target takes 6d6 Force damage and is knocked Prone. On a successful save, a creature takes half as much damage and suffers no other effects.
Far Step +9 1 Bonus Action Self Instantaneous 6 MP
 Notes:You instantly teleport to an unoccupied space that you can see within 60 feet of you.
Power: Channel Aetherius. As a Bonus Action, you open your mind and body to more effectively channel Magicka from your surroundings. When you activate this ability and at the start of each of your turns for the next minute, you regain MP equal to your Proficiency Bonus. Once you use this power, you cannot do so again until you finish a Long Rest.
Magic Novice Perk: Cantrips: you learn three basic magic tricks called Cantrips. Cantrips cost no MP to cast and may improve as you gain levels. The cantrips available to you are described in the ES Spells document; you can only learn Cantrips from Magic Skills you are Trained in.
Magic Apprentice Perk: Apprentice’s Knowledge: When you reach 5th level, you learn one additional cantrip of your choice from any Spell Skill you know. In addition, Novice spells cost half as much MP to cast (rounded up).
Mage Armor I. While you aren’t wearing armor, Alteration spells you cast that raise your AC (like Oakflesh) give you an additional +2 to AC.
Mage Armor II (requires Mage Armor I). While you aren’t wearing armor, Alteration spells you cast that raise your AC (like Oakflesh) give you an additional +1 to AC (total +3 bonus with both Mage Armor perks).
Summoner I. The range of Conjuration spells you cast that summon creatures (like Summon Scamp) is doubled. In addition, creatures you summon or Undead you raise appear with temporary hit points equal to 3 times your level.
Loyal Defense. You gain a +2 bonus to your AC while a creature you summoned is within 5 feet of you.
Mystic Binding I. When you cast a Conjuration spell that creates a weapon (like Bound Dagger), you can change the weapon’s damage type to Fire, Frost, or Shock for the spell’s duration.
Soul Hex I. Creatures affected by a Soul Trap spell you cast (like Soul Snare) take an additional 1d6 Force damage when you damage them with an attack or spell.

Features & Traits
backpack, a bedroll, a tinderbox, 10 torches, a Minor Healing Potion, a Minor Magicka Potion, 50 feet of rope, mage robes, 2 iron daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages: Tamrielic, Aldmeris, Daedric
Weapons: All

Languages & Proficiencies
Storm Atronach 35+21 temp

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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