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Alen Bamm

6 Level (0/23000 XP for level-up) Failed Merchant Background Chikitu (Feline) Race / Species / Heritage Lawful Neutral Alignment
Physician
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
9
-1
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
10
+0
CHA
12
+1
39
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+1 Constitution
+6 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+4 Deception CHA
+3 History INT
+0 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+9 Medicine WIS
+6 Nature INT
+0 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
rapier +6 DEX 1d8+3 piercing
 finesse
crossbow (light) +6 DEX 1d8+3 piercing
dagger +6 DEX 1d6+3 piercing
 finesse, light, thrown (range 20/60)
Attacks

Spell Book

Supply Chain, Bounding Grace, Student Of Medicine, Unarmored Defense, First Aid, Battle Inquiry, Physician Study [analyst], This is for the Future, You're Doing it wrong!, Prosthetics, Total Body Shutdown, First Response, Open the Wound, Prowling Between the Lines, Legs for Pouncing, Alert Sleeper, artificer initiate [shocking grasp, expeditious retreat]

Features & Traits
a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife, rapier, light crossbow, 20 bolts, tinker's tools, herbalism kit, traveler's clothes, merchant's scale, dagger, carpenter's tools, waterskin

prosthetic left arm and complex mechanical right eye

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1, Platinum: 0 Money
Armor: light armor, medium armor
Weapons: Simple weapons, Rapiers, Hand Crossbows
Tools: Herbalism kit, tinker's tools, carpenter's tools
languages: common, undercommon

Languages & Proficiencies
To prosper, you have to be in control.
My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.

Personality Traits
Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)

Ideals
If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.

Bonds
I tend to forget how to deal with people, often being far too blunt for most people's liking.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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): Sorcerer, Wizard

Level 1 Spells

PHB, page 238

Expeditious Retreat

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, 10 minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Sorcerer, Warlock, Wizard

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