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Goven the Shadow Master

10 Level (0/85000 XP for level-up) Noble Background Human (Living Vampire) Race / Species / Heritage Alignment
Wizard (School of Abjuration)
Level 10
Hit Dice: 10/10
1d6+4 Class 1

STR
9
-1
DEX
15
+2
CON
18
+4
INT
18
+4
WIS
12
+1
CHA
9
-1
82
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+8 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
-1 Deception CHA
+8 History INT
+5 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
-1 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
High Corgerian, Northron

Languages & Proficiencies


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

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
hit dice: See Wizard
hit points at 1st level: See Wizard
hit points at higher levels: See Wizard
armor proficiencies: See Wizard
weapon proficiencies: See Wizard
tools: See Wizard
saving throws: See Wizard
skills: See Wizard
starting equipment:
See Wizard.
spellcasting:
See Wizard.
class features:

Abjuration Savant

Beginning at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.  

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.  

Projected Ward

Starting at 6th level, when a creature that you can see within 30' of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.  

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
subclass options:

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Level 0 Spells

Deep Magic - Kobold Press

Claws of Darkness

0-level (Cantrip) Evocation

Casting Time: 1
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Attack roll required
Damage/Effect: 1-10/Cold
You shape shadows into claws that grow from your fingures and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts you can make a melee spell attack with them and deal 1-10 cold damage.
Available for: Wizard

Deep Magic - Kobold Press

Douse Light

0-level (Cantrip) Transmutation

Casting Time: 1
Range/Area: 30'
Components: Verbal, Somatic
Duration: Instant
With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing light spell.
Available for: Wizard

Deep Magic - Kobold Press

Shadow Bite

0-level (Cantrip) Illusion

Casting Time: 1
Range/Area: 60
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Constitution
Damage/Effect: 1d6
You create a momentary needle of cold, sharp pain in a creature in range. The target must make a successful saving throw or take 1d6 of necrotic damage immediately and have its speed halved until the start of the next turn. This spell's damage will increase to 2d6 when you reach 5th level, 3d6 when you reach 11th level and 4d6 when you reach 17th level.
At higher levels: 2d6 at 5th level, 3d6 at 11th level, 4d6 at 17th level
Available for: Wizard

Deep Magic - Kobold Press

Silhouette

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Duration: Concentration, up to 1 minute
The caster creates a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The numberr of creatures that can see the shadow play equals the caster's intelligence score. The shadow figures make no sound but they can dance, run move, kiss fight, and so forth. Most of the figures are geenric types-a rabbit, a dwarf-but a number of them equal to the caster's intelligence modifier can be reconizable as specific individuals.
Available for: Wizard

Level 1 Spells

Deep Magic - Kobold Press

Cloak of Shadow

1-level Illusion

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
You cloak yourself in shadow, giving yourself advantage on dexterity (stealth) checks against creatures relying on sight.
Available for: Wizard

Deep Magic - Kobold Press

Shadow Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (10' cone)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: 2d4 necrotic
A freezing blast of shadow explodes out from the caster in a 10' cone.Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving halves the damage and negates the frightened condition.
At higher levels: When you cast this spell using a spell slot of 2nd level or above, the damage increased by 2d4 for each slot above 1st.
Available for: Wizard

Deep Magic - Kobold Press

Black Ribbons

1-level Conjuration

Casting Time: 1 action
Range/Area: 40'
Components: Verbal, Somatic, Material
Materials: a piece of ribbon
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity
Damage/Effect: Restraint
The caster pulls pieces of the Plane of Shadow into his/her own reality causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creaturese. Any creature that ends its turn in this area becomes restrained by the ribbons until the end of the next turn unless it makes a successful save vs. Dexterity saving throw. Once a creature suceeds this saving throw, it can't be restrained by the ribbons, but it's still affected by difficult terrain.
Available for: Wizard

Deep Magic - Kobold Press

Shadow Armor

1-level Abjuration

Casting Time: 1 reaction
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Attacks on caster are at disadvantage.
You can siphon energy from the Plain of Shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. Attacks against you will be made with disadvantage and you have resistance to radiant damage until the start of your next turn.
Available for: Wizard

Level 2 Spells

Xanathar's Guide to Everything , pg. 164

Shadow Blade

2-level Illusion

Casting Time 1 Bonus Action
Range Self
Duration 1 Minute
Components V, S

Damage Type: Psychic   Saving Throws: None   Personality: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At higher levels:
When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Class(es): Sorcerer, Warlock, Wizard

PHB

Darkness

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, M
Materials bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

SLITHER

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Material
Materials: ashes of a wood statue of the of the caster, made into ink and used to draw a portrait of the caster
Duration: Concentration, up to 1 minute
The caster momentarily becomes a shadow (A huanoid shape absent of light, not an undead creature). You can , or through any other tiny opening.er a door, through a keyhole. All of your equipment is trasnformed with you, and the caster can move up to his/her full speed for the spell's duration. While in this form the caster has advantage on Dexterity saves (Stealth) made in darkness or dim light and the caster is immune to non-magical bludgeoning, piercing and slashing damage. The caster can dismiss the spell by using an action to do so.   If the caster returns to his/her normal form in a space that is too small (mousehole, sewer pipe etc.), the caster takes 4d6 force damage and is pushed to the neraest space within 50' that can hold him/her. If the space is more than 50' away, take an additional 1d6 of damage for evverya dditional 10' of distance.
At higher levels: If using a slot above 2nd level the caster may cast this spell on one additional creature for each additional spell slot level used.
Available for: Wizard

Darkbolt

2-level Evocation

Casting Time: 1 action
Range/Area: 60'
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Constitution
Damage/Effect: 1d10 x3 save or be unable to use reaction until next turn
The caster utters a quick invocation to create a black nimbus around his/her hand, then hurls three rays at one or more targets in range. The rays may be divided between targets however the caster likes. Make a ranged spell attack for each target (not each ray each ray that hit deals 1d10 points of cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of next turn.
At higher levels: When casting this spell using a slot 3rd Level or higher the caster may add an additional ray for each slot above 2nd level.
Available for: Wizard

Level 3 Spells

Basic Rules , pg. 234

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Control   Saving Throws: None   Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Basic Rules, pg. 285

Vampiric Touch

3-level Necromancy

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components V, S

Damage Type: Necrotic   Attack/Save Throw: Melee   Description: The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Warlock, Wizard

Level 4 Spells

Mordenkainen's Lost Notebook

Shadow Monsters

4-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, up to 1 minute
Components V, S

You select a shadowy area the size of a 40-foot cube within range. You cause four shadows (MM, p269) to manifest in unoccupied spaces within the area. On each of your turns for the duration, you can use a bonus action to command the shadows to move up to their full speed and attack creatures of your choice within their reach.
At higher levels: At higher levels: When you cast this spell with a 6th level spell slot, you summon 8 shadows. When you cast this spell with an 8th level spell slot, you summon 12 shadows.

Class(es): Sorcerer, Warlock, Wizard

Level 5 Spells

Xanathar's Guide to Everything, pg. 155

Enervation

5-level Necromancy

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V, S

Damage Type: Necrotic   Attack/Save Throw: DEX Save   Description: A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At higher levels:
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Class(es): Sorcerer, Warlock, Wizard

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