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Stawberry, Flower of the Shallow Grave

12 Level (N/A/120000 XP for level-up) Background Human (Variant) Race / Species / Heritage L/N Alignment
Wizard (Necromancer)
Level 12
Hit Dice: 12/12
1d6+1 Class 1
Cleric (Twilight)
Level 0
Hit Dice: 0/0
1d8+1 Class 2

STR
8
-1
DEX
14
+2
CON
12
+1
INT
20
+5
WIS
14
+2
CHA
10
+0
75
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Channel Divinity
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+9 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+6 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+6 Medicine WIS
+5 Nature INT
+2 Perception WIS
+0 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

[Warcaster]
Advantage on Con Saves for Concentration.
Somatic Spells work with full hands.
Can do Opportunity Attack using Spells (1 action, single target that creature).

[Grim Harvest]
Once a turn: When killing a non-Construct, non-Undead creature with a spell, heal HP worth [spell level]*2 or [necrotic spell level]*3.

[Undead Thralls]
Animate Dead +1 target.
Any Undead created by Necromantic spell has HP+12, Weapon Damage+4.

[Inured to Undeath]
Max HP can't be reduced.
Resistance to Necrotic damage.

[Channel Divinity]
Two uses of Channel Divinity, resets after Short/Long Rest.

[Channel Divinity: Turn Undead]
Undead creature within 30ft make Wis save, on failed: turned for 60 seconds.
Turned creatures: Can't take reactions, can't move within 30ft of her, spend their turns trying to move as far away as possible (needs to use Dash or Dodge action).
If undead CR too low, destroyed instead.

[Channel Divinity: Twilight Sanctuary]
Action: Create 30ft radius sphere centered on self for 60 seconds. Eminates dim light.
Creatures ending turn in sphere may get: Temp HP=12+1d6 or Charm/Frighten creature and end one effect on it

[Eyes of Night]
300ft Darkvision
As action, once per long rest: Share Eyes of Night with 4 creatures in 10ft range for 1 hour.
Can also be shared using spellslot.

[Vigilant Blessing]
Touch: Creature has advantage on next initiative roll.

[Steps of Night]
Bonus Action: When in dim light/darkness, Magic flying speed=30ft for 60 seconds.
4 uses per long rest.

[Divine Strike]
Once per turn: On successful weapon attack: damage + 1d8 radiant.

[Divine Intervention]
If d100<=12, Divine intervention happens: DM does whatever prayer was about.

Features & Traits
#Scale Mail (AC=14+dex)
#Shield (AC+2)
#Spellbook & Focus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 580, Platinum: 0 Money
Wizard: (int), Attack: 9, DC: 17
Prepared Spells: 17
After Short Rest, once per day: Recover 6 levels worth of spell slots of 5th level or lower.

Cleric: (wis), Attack: 6, DC: 14
Prepared Spells: 14
Spellcasting
[Languages]
Common, Infernal

Languages & Proficiencies
important Spells:
Guidance (C0)
Chill Touch (W0)
Mage Hand (W0)
Minor Illusion (W0)
Prestidigitation (W0)
Comprehend Languages (W1)
Shield (W1)
Disguise Self (W1)
Magic Missile (W1)
Detect magic (C1)
Healing Word (C1)
Sanctuary (C1)
Invisibility (W2)
Misty Step (W2)
Vortex Warp (W2)
Counterspell (W3
Fireball (W3)
Dispel magic (W3)
Spirit Guardians (C3)
Tongues (C3)
Revivify (C3)
Banishment (W4)
Greater Restoration (C4)
Death Ward (C4)

Personality Traits
[Commander]
Skeleton, HP=25, AC=18, move=30, 60gp
{str:0, dex:2, con:2, int:-2, wis:-1, cha:-3}
Melee Attack = +4|1d6+6
Ring of Spell Storing: [...]
Glyph of Warding (Death or Command): [Summon 6th level Ghost]
Holds: 1 x Health Potion

[Attack Squad] x 4
Skeleton, HP=25, AC=16, move=30, 60gp
{str:0, dex:2, con:2, int:-2, wis:-1, cha:-3}
Melee Attack = 2 x +4|1d6+6

[Support Squad] x 3
Skeleton, HP=25, AC=18, move=30, 60gp
{str:0, dex:2, con:2, int:-2, wis:-1, cha:-3}
Melee Attack = +4|1d6+6
Holds: 1 x Health Potion

[Range Squad] x ??
Skeleton, HP=25, AC=13, move=30, 0gp
{str:0, dex:2, con:2, int:-2, wis:-1, cha:-3}
Ranged Attack = +4hit|1d6+6

[Crow the Skeletal Owl]
Familiar, HP=1, AC=11, move=60fly
{str:-4, dex:1, con:-1, int:-4, wis:1, cha:-2}
Provokes no opportunity attacks.

[Ghost (6th level)]
Summoned Undead, HP=72, AC=17, move=40fly, 200gp
Lasts 1 hour
Can move through objects/creatures as difficult terrain
{str:1, dex:3, con:2, int:-3, wis:0, cha:-1}
Melee Attack: 3 x +9hit|1d8+13, Wis 17 Save or frightened until end of creature's next turn

Bonds
[Available Wizard Spell Slots]
{1: 4, 2: 3, 3: 3, 4: 3, 5: 2, 6: 1}
[Available Cleric Spell Slots]
{1: 4, 2: 3, 3: 3, 4: 1, 5: 2, 6: 1}

[Vigilant Blessing: Self]

[Glyph of Warding, Self: Cast Heal on Death]
Heal 70 HP

[Active Death Ward, Self (4th Cleric)]
[Active Death Ward, Commander (4th Cleric)]
On death, fall to 1 HP instead.

Notes

Spells


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