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Mira Luceat

2 Level (0/900 XP for level-up) Feylost Background Lizardfolk Race / Species / Heritage Neutral Good Alignment
Arch fey Warlock
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
8
-1
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
18
+4
14
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+6 Deception CHA
+0 History INT
+2 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite -1 STR 1d6-1 piercing
Quarterstaff +1 STR 1d6/1d8v-1 bludgeoning
Dagger x3 +4 DEX 1d4+2 slashing
 thrown 30ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Prestidigitation +6 1A 10ft 1h VS
Eldritch Blast +6 1A 120ft Instant 1d10 VS
 Notes:This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire +6 1A 60ft (20ft cube) Concentration 1m V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Cause Fear 1A 60ft Concentration 1m 2d10 VS
 Notes:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear
Hellish Rebuke 1R 60ft instant
  • Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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.


  • Fey Presence: your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.


Aquatic: Swimming speed equal to your walking speed, you can hold your breath for 15m

Chameleons cloke: your magical scales have given you the abilty to change colors, when wanting to hide/blend in you can change the color of your skin to do so, only against plane backgrounds you can become camouflaged. your gear does not change colors

Armor of shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components. 13+Dex
Misty visions: You can cast Silent image at will

Features & Traits
  • Panflute
    A metal urn containing the ashes of a hero
    Glass eye
    a crowbar
    Hammer,
    10 pitons,
    10 torches,
    tinderbox,
    10 days of rations
    waterskin.
    50 feet Rope


Equipment Copper: 0, Silver: 16, Electrum: 0, Gold: 0, Platinum: 0 Money
  • Nature
    Stealth
    Deception
    Arcana
    Survival
    Intimidation
    Wis Save
    Cha Save


____________________________________________


  • Common
    Sylvan
    Ontontontl


Languages & Proficiencies
Like a nomad, I can't settle down in one place for very long.

Personality Traits
Changeability. Change is good, which is why I live by an ever-changing set of rules.

Ideals
I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
A trusted friend is the most important thing in the multiverse to me.

Bonds
I easily lose track of time. My poor sense of time means I'm always late.
I'm always changing my mind-well, almost always.

Flaws


™ & © 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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