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Sukriya Nightshade

5 Level (0/14000 XP for level-up) Noble Background Kobold (White) Race / Species / Heritage Chaotic Neutral Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
20
+5
DEX
14
+2
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
12
+1
60
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+5 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+5 Athletics STR
+1 Deception CHA
+6 History INT
+1 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+4 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Neatly Sharp Needle +9 STR 1d8+5 slashing
 Versatile (1d10)
Vengefly Queen’s Mandible +8 STR 1d4+2d8+5 bludgeoning/slashing
 On a critical hit, the target must roll a Con save that is higher than the damage roll. If they fail to do so, they are inflicted with bleed
Crossbow, light +8 STR 1d8+5 piercing
 Ammunition, range (80/320), loading, two-handed
Unarmed Strike +8 STR +0+5 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Ray of Frost +6 1 action 60 ft 1d8 VS
 Notes:cold damage on hit and speed is reduced by 10 feet until the start of your next turn
Booming Blade 1 action Self (5-foot radius) 1d8 SM
 Notes:thunder damage only when the creature willing moves 5 ft
Frostbite 1 action 60 ft Instantaneous 1d6 VS
 Notes:Constitution saving throw, fail disadvantage on next attack and damage
Shape Water 1 action 30 ft Instantaneous or 1 hour S

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 S
Chromatic Orb +6 1 action 90 ft Instantaneous 3d8 VSM
Find Familiar 1 hour 10 ft Instantaneous VSM
Shield 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 round VS
 Notes:+5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
Free Feat
War Caster
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

  • Kobold
    Ability Score Increase. +1 to Strength, Consitution, and Intelligence
    Creature Type. You are a Humanoid.
    Size. You are Small.
    Speed. Your walking speed is 30 feet.
    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
    Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    Kobold Legacy. Draconic Sorcery. Ray of Frost (Intelligence).
    Languages. Your character can speak, read, and write Common and Draconic.

    Fighter
    Proficiencies
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Intimidation and Perception

    Fighting Style
    Defense. While you are wearing armor, you gain a +1 bonus to AC.

    Second Wind
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 3.
    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Ability Score Improvement
    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
    (Increased Strength by 2)

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Martial Archetype (Eldritch Knight)
    Spellcasting
    When you reach 3rd level, you augment your martial prowess with the ability to cast spells and your bonded weapons can act as your casting focus.

    Weapon Bond
    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

    Background: Noble
    Skill Proficiencies: History, Persuasion
    Tool Proficiencies: One type of gaming set (Dragonchess set)
    Languages: One of your choice (Celestial)

    Features
    Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Features & Traits
    A chain mail
    A longsword
    A shield
    A light crossbow
    20 bolts
    A set of fine clothes
    A signet ring
    A scroll of pedigree
    A purse
    An explorer's pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 6 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

    A Neatly Sharp Needle
    A Vengefly Queen's Mandible
    A Rusty Chain +2
    A Silver Buckler
    2 Gold Earrings
    A two-piece tuxedo
    1 Lunarbloom
    1 Pineapple (Eaten a piece)
    1 Blue Carnation
    1 Mysterious Torus Fruit?
    1 Potion of Increased Plant Growth
    1 Potions of Temporary Disease Immunity
    1 Potion of Otto’s Irresistible Dance
    1 Potion of Polymorphism: Pigeon
    1 Spell Scroll, written in an unknown language, save for the name which is in Draconic, for a spell of "Summon Greater Demon".
    1 Spell Scroll, written in Primordial, for a spell of "Summon Minor Celestial" however it can only be used by good or lawful alignment characters.
    1 Moderate Healing Potion (4d6 Healing, can be used as a bonus action to drink)
    1 Bottle of 3,983 year old Elven Wine
    1 Book labeled “How To Brainstorm And Create Your Own Spells, Volume 1 of 6”
    Set of Fine Clothing (Soft shirts and blouses made of high-quality linen, alongside a few scarves and belts)
    A pair of soft velvet slippers
    A ceremonial zweihander
    1 Spell Scroll for a spell of "Wall of Fire"
    1 Spell Scroll for a spell of "Mold Earth"
    1 Spell Scroll for a spell of "Reverse Gravity"
    1 Wooden Shield (Chest Lid)
    1 Blank Paper
    100 pages of paper
    1 Wooden Comedy Mask (happy expression)
    1 perfume that smells like ‘The Concept of Resurrection’
    1 perfume that smells like ‘Tropical Storm’
    1 perfume that smells like ‘Wild Magic Mix’

    Equipment Copper: 2, Silver: 3, Electrum: 0, Gold: 66, Platinum: 0 Money
    Kobold Legacy.
    Draconic Sorcery. Ray of Frost (Intelligence).

    Eldritch Knight
    Spellcasting
    When you reach 3rd level, you augment your martial prowess with the ability to cast spells and your bonded weapons can act as your casting focus.
    Spellcasting
    Common, Draconic, and Celestial

    All armor, shields
    Simple weapons, martial weapons
    Dragonchess

    Languages & Proficiencies
    No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
    If you do me an injury, I will crush you, ruin your name, and salt your fields.

    Personality Traits
    Family. Blood runs thicker than water.

    Ideals
    The common folk must see me as a hero of the people.

    Bonds
    By my words and actions, I often bring shame to my family.

    Flaws
    Height: 2'11
    Weight: 35 lbs.
    Age: 18
    Gender: Male
    -
    Draconic Cry
    2/2 long rest
    -
    Second Wind: 1d10 + 5
    1/1 short or long rest
    -
    Action Surge
    1/1 short or long rest
    -
    Parry (Silver Buckler)
    When another creature damages you with a melee attack, you can use your reaction and roll 1d6 to reduce the damage by the number you roll on the die + your Dexterity modifier. This can be used a number of times equal to your Dexterty Modifier, you regain all uses after a long rest, but only one use after a short rest.
    2/Short or Long Rest
    Those hit with it have to roll a DC 10 + (your str mod) Dex Save or be knocked prone. This can only happen once per battle.
    DC: 15
    -
    The first roll you make against an underdark monster this campaign will be a Nat 20, regardless of what that roll is.
    -
    Items:
    Silver Stopwatch (Bring it to a magic user to inspect it and understand what it does)
    -

    Notes


    ™ & © 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

    PHB

    Ray of Frost

    0-level (Cantrip) Evocation

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

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Booming Blade

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range 5ft
    Duration 1 Round
    Components V, M
    Materials A weapon

    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.
    At higher levels: 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.

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Frostbite

    0-level (Cantrip) Evocation

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

    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    PHB

    Absorb Elements

    1-level Abjuration

    Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range Self
    Duration 1 Round
    Components S

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Chromatic Orb

    1-level Evocation

    Casting Time 1 Action
    Range 90ft
    Duration Instantaneous
    Components V, S, M
    Materials a diamond worth at least 50gp

    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 Hour
    Range 10ft
    Duration Instantaneous
    Components V, S, M
    Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) 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.

    Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Shield

    1-level Abjuration

    Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range Self
    Duration 1 Round
    Components V, S

    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

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

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