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Austin Thomas Powerz (Wy)

1 Level (0/300 XP for level-up) Half Blood - Athletic Background Human Gryffindor Race / Species / Heritage Chaotic Neutral Alignment
Willpower Caster
Level 1
Hit Dice: 1/1
1d10+0 Class 1

STR
10
+0
DEX
14
+2
CON
10
+0
INT
8
-1
WIS
15
+2
CHA
15
+2
10
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
20/40/0
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Points
2 / 2
Plot Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
-98 Animal Handling WIS
-101 Arcana INT
+2 Athletics STR
+2 Deception CHA
-101 History INT
+2 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+2 Magical Creatures WIS
-1 Potion Making INT
-1 Herbology INT
-1 Muggle Studies INT
-1 Magical Theory INT
skills
+2 Medicine WIS
-101 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-101 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Bravehearted. You have advantage on saving throws against being frightened from any source other than a Dementor.
True Gryffindor. In times of dire need, the Sword of Gryffindor may present itself to you.

Martial Artist

Whether as a childhood extracurricular activity or a supplement to your magical dueling, you're trained in striking and grappling. You gain the following benefits.

  • Your unarmed strike uses a d6 for damage.
  • When you hit a creature with an unarmed strike on your turn, you can try to grapple the target as a bonus action.
  • You have advantage on attack rolls against creatures you are grappling.
  • While a creature is grappled by you, you can use your action and make another grapple check to try one of the following maneuvers:
  1. Pin. If you succeed, you and the creature are both restrained until the grapple ends.
  2. Takedown. If you succeed, you make an unarmed strike and the creature is knocked prone.
  3. Disarm. If you succeed, the creature is forced to drop one item of your choice that it's holding. You can choose to take the item, ending the grapple.

 



Sorcerous Resilience. The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.

Subclass - Jinxes, Hexes, and Curses: Auror Training. You've already started practicing the required skills to become an Auror. You learn one common potion recipe and gain proficiency in two of the following: Investigation, Potion-Making, Stealth, Survival.

Features & Traits
A Beater's bat, and a picture of a loved one.
Wand - Mahogany, Unicorn Hair, 9.5", Very Solid

Wealthy Student's Pack. Includes a rip-proof schoolbag, 3 sets of luxurious work robes (black) with name tags sewn in, a fancy pointed hat (black), 3 10-foot rolls of parchment, 5 quills, 2 bottles of black ink, a bottle of emerald green ink, and a bottle of scarlet ink. When receiving this pack for the first time, it also includes a pouch containing 2 galleons.

Known Recipes:
Star Grass Salve
Potion, common
You regain 2d4 + 2 hit points when you apply this medicinal
balm to your injuries.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
American Accent

Languages & Proficiencies
He is bit rude and is wreckless and very pride full and stubborn can be a bit mean but has a heart of gold and will do everything for a good friend and will never try to get them in trouble. First meeting him he is chaotic neutral but if befriended he is neutral good

Strength: Photographic memory (helps him remember spells, recipes, details)

he is very brave but only show respect to those he sees who deserves it and who doesn't respect he may bull them but it happens gradually he also loves to analysis people and see how they think

Personality Traits
he has a connection with his sister he cares very much about her and after his father death he has been very protective of her he also has a connection with who he calls uncle mike he is my characters god father and is a ouror and he is always gone but when we do see him he tells about his adventures.

Bonds
Missing left arm, left leg, left eye, burn mark on left of face and glass left eye.
Over confident.
Very protective of his personal life.


his mom tryed to sign him up for wrestling class and he was great at it but one day a kid he fought he was realy good and my character went to far and damage the kids spines and he has a forever limp and that was my character losses moment and after that day he never went back to wrestling

Flaws
My mother was a famous actress from Hollywood but my father's from hogwarts and he work for the federation of Magic and was on a trip and met my mother and fell in love with her and he move to the Americans and lived in California but his deal with living in America is that I go to hogwarts his school but when I was 3 me and my father work going home from school but then are Turning over a cliff and a vehicle hit us and pushed us off and in short my father wasn't wearing his seat belt and pass away and I lost my lower leg my hand and my eye and it's my character biggest secret and he tries to hide it has much as he can he has a glass eye always weres jeans and black leather gloves and only his doctors and his mother at his school he was the popular kid but when he turns 11 he is sent off to hogwarts my is mother keeping my father's one wish

He is bit rude and is wrestling and very pride full and stubborn can be a bit mean but has a heart of gold and will do everything for a good friend and will never try to get them in trouble. First meeting him he is chaotic neutral but if befriended he is neutral good


Pet: Miniature Firecrab



Player Character: 11 years old, left arm, left leg and left eye are prosthetics made by his grandfather and 17 year old brother, they look so convincing that almost no one can tell and Austin Thomas Powerz likes it that way. The prosthetic left arm has a grappling hook built into it behind the hand. The prosthetics are mechanical because electronics don't work at Hogwarts. He also wears makeup to hide the scares from the accident. He is a strong willed kid and seems like a bit of a bully but has a heart of gold if a friend were in danger.

House: A large bring and marble home in Agoura Hill Hollywood. Many pictures cover the wall of family and friends.

Bedroom: When his magical powers showed themselves he breathed fire so ever since them his bedroom has been as fire proof as possible. Made of primarily marble for the floors and walls he also has workout equipment because of his love for athletics.

Parents: Mother is Ruth Smith Powerz, she is a famous American actress who is very protective but not always there because of her job, she hates laziness and will put you to work. Father was Richard Lee Powerz, an Auror for the ministry of magic in Europe, very kind, Richard and Austin were in a car crash together one night and Richard died in the hospital and Austin survived but knows there was something nefarious about the car crash. It was Richard's wish that Austin attend his school, Hogwarts.

Siblings: Sister Olivia Rachel Powerz she is only 3 years old at this time and already magically gifted, Brother Green Oak Powerz who has no magical talent who is 17 and works with his grandfather as an engineer (they made Austin his prosthetics he needed for after the car crash).

Friends: He has a friend named Felix that followed him around quite a bit and so he bullied him a bit to get rid of him. But Felix just kept hanging around and Austin was afraid of Felix’s kindness. Felix unknown to Austin is a wizard also and will be attending Hogwarts with him.

Notes


Confusing Concoction

Potion

Common

First Year Potion   When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.

1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol


Weight: .5 lb




Forgetfulness Potion

Potion

Common

First Year Potion   When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.

1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water


Weight: .5 lb













Potion ModifierFlawed PotionNormal PotionExceptional Potion
Herbology/Magical Beast Ingredients1-5 Wrong Ingredient +0, 5-10 Poor Ingredient +011-15 Good Ingredient +116-20 High Quality +2
Proficiency/Expertise No +0Proficient +1Expertise +2
Potioneer's KitNo +0Yes +1Yes +1
Know RecipeNo +0Yes +1Yes +2

Known Potions List


™ & © 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

The statblocks of your class features

Willpower

hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + Constitution Modifier
armor proficiencies: -
weapon proficiencies: -
tools: -
saving throws: Constitution, Charisma
skills: Choose two from Athletics, Deception, Intimidation, Magical Theory, Persuasion, Sleight of Hand and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background: a wand, a student'spack, a winter cloak, and a magical pet of your choice.
spellcasting:
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters. Additionally, when you gain a level in this class, you can choose two of the cantrips or spells you know and replace them with two new cantrips or spells, which also must be of a level for which you have spell slots.
class features:
Sorcerous Resilience The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.   Font of Magic, Metamagic, and Ability Score Improvement Unless differences are shown in the Willpower class table, a Willpower caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.   Metamagic: Fierce Spell At 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot one level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spell's higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.   Metamagic: Resistant Spell At 3rd level, when you cast a spell, you can spend 1 sorcery point per increased level to make your spell be treated by spell deflection, finite incantatem, or reparifors as if your spell was cast using a spell slot higher than its original level, making your spell more resistant. The spell's higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.   Apparition Lessons When you reach 9th level, you gain the Apparition ability.   Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23—Sorcerous Resilience, School of Magic
2nd+231Font of Magic
3rd+242Metamagic, Fierce Spell, Resistanct Spell
4th+242Ability Score Improvement

Statblocks for your familiars, mounts etc.

Pet Firecrab (Rusty)

Tiny crab,
Armor Class: 14
Hit Points: 4 (1d4+2)
Speed: 15 ft , swim: 15 ft

STR

4 -3

DEX

10 +0

CON

14 +2

INT

3 -4

WIS

8 -1

CHA

3 -4

Damage Resistances: Fire
Senses: Darkvision 60 ft., Passive Perception 12

Reflective Shell: When the firecrab is hit by a melee attack, the attacker takes 3 (1d6) fire damage. Blast-Ended. A very small burst of fire may come out of the firecrab's rear end, which ignites flammable objects that aren’t being worn or carried. Hold Breath. The firecrab can hold its breath for 1 hour

Actions

Fiery Spit: Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) fire damage. Shell Retreat: As a reaction, the firecrab can retract into its shell, gaining +2 to AC until the start of its next turn. Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage.

It had six legs and a heavily jewelled, multicoloured shell. It was able to defend itself by shooting flames from its rear end when attacked. The Fire Crab was a protected species, and a reservation had been created to protect them from Muggles who would value the jewelled shell, as well as wizards who used the shells as cauldrons. Fire Crabs were sold and exported as pets in places such as the Magical Menagerie, but the owners required a special licence. The Ministry of Magic stated that a competent wizard should be able to cope with this animal, however they still officially advised wizards not to approach a Fire Crab from behind or to leave it unattended near flammable material. Fifth-years, for their Care of Magical Creatures O.W.L., had to demonstrate how to feed and clean a Fire Crab without sustaining serious burns. According to Liz Tuttle, Fijian wizards sometimes used Fire Crabs to power the cooking pits during their luau feasts.

Statblocks for race/species of the character.

Gryffindor

With a lion as its crest, Gryffindor is the house which most values the virtues of determination, courage, and chivalry.  Some call these traits recklessness or "pointless heroics," but a Gryffindor is sure to take action. Gryffindor's house colors are red and gold.
ability score increase:
age:
Size: Medium
speed: 20ft
Languages:
race features:
Ability Score Increase. Your Constitution score, Charisma score, and one other ability score of choice increase by 1. Bravehearted. You have advantage on saving throws against being frightened from any source other than a Dementor. True Gryffindor. In times of dire need, the Sword of Gryffindor may present itself to you. Feat. You gain one feat of your choice.
Champions of Justice Gryffindors trust their moral intuitions and have a need and a drive to live by them. They feel what’s right in their gut, and that matters and guides them. It feels immoral to ignore that. However, just because they operate on what “feels right,” that doesn’t mean Gryffindors are all impetuous, emotional hellions. Gryffindors can still be intelligent and deliberate, weighing their decisions and moralities carefully.    Fighting Spirit Gryffindors charge. They meet the world head-on and challenge it to do its worst. Gryffindors are honest, brash, and bold in pursuit of things they care about. Known for their bravery, it is almost a moral matter to stay true to themselves in any situation.   Gryffindor Traits Through their camaraderie, Gryffindors bolster each other's confidence and endeavors.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

The Unlocking Charm

Alohomora

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Duration: Instantaneous
Choose a door or window that you can see within range, that uses mundane or magical means to prevent access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.    If you choose a target that is held shut with Colloportus, that spell is removed.   When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.
Available for: Wizard

The Airway Clearing Spell

Anapneo

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 30ft
Duration: Instantaneous
A being's airway is cleared and they are assisted in breathing. If used on a living being that has 0 hit points, the beingbecomes stable.

The Sticking Spell

Epoximise

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Duration: 1 hour
One non-magical object or magical construct of your choice that you can see within range and that fits within a 1-foot cube is vanished. Vanished objects have been described as being transfigured to go "into non-being, which is to say, everything." Vanishing is often seen as the magical inverse of conjuration.
At higher levels: When you cast this spell using a spell slot of 1st level or higher, the cube's size increases by 1 foot for each slot level above 0.
Available for: Wizard

The Wand-Lighting Charm

Lumos/Nox

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Duration: Until Dispelled
Upon muttering the incantation, the tip of your wand sheds bright light in a narrow 15-foot cone and dim light for an additional 15 feet, much like a flashlight. The light is a bright white with a slight bluish tint. Completely covering the tip of your wand with something opaque blocks the light. The spell ends if you dismiss it with the nox incantation, as a bonus action.
Available for: Wizard

The Flower-Conjuring Spell

Orchideous

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10ft
Duration: Instantaneous
You conjure a blooming flower, bouquet, or wreath in the desired location within range.
Available for: Wizard

Level 1 Spells

The Knockback Jinx

Flipendo

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Duration: Instantaneous
The spell feels like a very heavy blow, sharply throwing a creature from its standing position to the ground. Choose a being you can see within range to make a Strength saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, is knocked back a number of feet equal to five times your spellcasting ability modifier, and is knocked prone. On a successful save, the creature takes half as much damage, is knocked back 5 feet, and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the knockback on a failed save increases by 5 feet for each slot level above 1st.
Available for: Wizard

The Full Body-Bind Curse

Petrificus Totalus

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Duration: 1 minute
This spell makes a being's arms and legs snap together, and it will fall down, stiff as a board. Make a ranged spell attack against a being within range. On a hit, the target is knocked prone and paralyzed for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target a beast instead of a being.
Available for: Wizard

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