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Graham Goldstein

1 Level (0/300 XP for level-up) Potioneer - Muggle Born Background Gryffindor Race / Species / Heritage Alignment
Gryffindor/Technique Caster
Level 1
Hit Dice: 1/1
1d6+1 Class 1

STR
8
-1
DEX
14
+2
CON
13
+1
INT
15
+2
WIS
14
+2
CHA
11
+0
9
Hit Points
+4
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
20
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
14 /
Passive Perception
11 /
Passive Insight
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+4 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
-98 Animal Handling WIS
-98 Arcana INT
-1 Athletics STR
+0 Deception CHA
-98 History INT
+2 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+4 Magical Creatures WIS
+6 Potion Making INT
+6 Herbology INT
+6 Muggle Studies INT
+2 Magical Theory INT
skills
+2 Medicine WIS
-98 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-98 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
hand to hand -1 STR 1d6-1 blunt
 slap, punch, kick, push, etc. get creative
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Aguamenti 1 action Self (30ft cone) up to 1 minute
 Notes:Dedication
Accio 1 action 30ft Instantaneous
Confundo 1 action 90ft up to 1 minute

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Normal bed small room because walls covered with book cases almost no toys
no siblings
Mom blondie 4'6" , dad dishwater blonde 4'2"
Dune beach
Small house 26 achers light gray walls dark blue roof garden 4 achers big, inside living room kitchen and dining room all together 1-bathroom bedrooms down stairs 2 storys
mom job garden, dad job Blacksmith
his friens are books and his best friend is Jack Palwalker wich is secretly a wizard and tells graham and gives him his first year books to stop graham from doing magic
His friend that told him about hogwarts and graham finds out he's a wizard
read his favorite books from his book box which has : The history of magic by Bathilda Bagshot, 1000 magical herbs and Fungi by Phyllida Spore, A Beginner's Guide to Transfiguration by Emeric Switch, and Magical Drafts and Potions by Arsenius Jigger, and the Narnia Chronicles
The garden, Cleaning, and cooking sometimes.
When i blocked a punch from the school bully useing magic
only Jack, his town crazy old man, and his uncle and aunt
Jack is 1 year older then graham so nothing, the old man tells storys to the children and gives them a plase to sleep if they dont have any, and his uncle and aunt are traders of the town so they send boats to trad whith other countrys.
NA
NA
he's a funny kid that would rather read a book then play outside, exsept for Jack he would play outside for him because Jack save him from the bully once and they became friends his Alinment is nutral good
NA
NA
i live in a town called River wood...
Transfiguration ---> Potions/Alchemist
He knows Jack/a year above us
He left one of his favoite books outside then it rained so now he's overprotective of books and will read any book that he gets
his books in his book box and Jack and his friends
NA

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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Technique

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier
armor proficiencies: -
weapon proficiencies: -
tools:
saving throws:
skills:
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:
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 (22 slots at level 20). 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:
Spell Deflection At 3rd level, when you are the target of a spell or included in the area of a spell, you can deflect the spell as a reaction. The spell must be on your list of known spells and you spend a number of sorcery points equal to twice that spell's level. Upon deflection, you automatically succeed on your saving throw against the spell and you can direct the spell's effect to a creature within 10 feet of you, if desired. If the spell does not have a saving throw, it has no effect on you. If a creature was also targeted by the spell or included in the area of the spell, you cannot redirect the spell to that creature   Font of Magic, Metamagic, and Ability Score Improvement Unless differences are shown in the Technique class table, a Technique caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.   Apparition Lessons When you reach 9th level, you gain the Apparition ability.   Sorcerous Restoration When you reach 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23--Font of Focus, School of Magic
2nd+231Metamagic
3rd+242Metamagic, Spell Deflection
4th+252Ability Score Improvement

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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.

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Statblocks for your spells.

Level 0 Spells

Accio

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft
Duration: Instantaneous
The Summoning Charm   A target object is pulled directly to the caster as if carried by an invisible hand. The object is selected by pointing at it with a wand or by naming it, Accio broom. An object heavier than 20 pounds may not be summoned.
At higher levels: When you cast this spell using a spell slot of 1st level or higher, you may select or stack one of the following effects for each slot level above 0.   Increase spell range by 100 feet. Increase weight limit by 20 pounds. Increase the number of targetable objects by 5.

Aguamenti

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self (30ft cone)
Duration: Dedication, up to 1 minute
The Water-Making Spell   A cone of clear, pure water shoots from the tip of the caster's wand with the desired force. The water doesn’t go bad and extinguishes exposed flames in the area

Level 4 Spells

Confundo

4-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 90ft
Duration: Concentration, up to 1 minute
The Confundus Charm   The Confundus Charm is a particularly powerful charm that leaves anything confused, forgetful, and impressionable, often causing people to wander off absent-mindedly. If the target is an object you can see within range that operates or functions on its own, it will operate erratically, malfunction, or completely shut down. This spell has no effect on a completely inanimate objects that entirely depend on external manipulation. If the target is a creature you can see within range, it must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and, if not distracted with something, you roll a d10. If you roll 1-8, the creature must use all its 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, the creature doesn't move. Whether it moves or not, the creature doesn’t take an action this turn.   If desired, you can suggest a course of activity (limited to a sentence or two) at the time of casting and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to directly hurt itself or its allies will have no effect. The suggested course of action can continue for the entire duration. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a wizard hug the next blast-ended skrewt he sees. If the condition isn’t met before the spell expires, the activity isn’t performed.    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, the spell's effects end for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th. The targets must be within 30 feet of each other when you target them

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