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Na'alin Manis

16 Level (0/225000 XP for level-up) Sage (Researcher) Background Elf Race / Species / Heritage Lawful Neutral Alignment
Bladecaster
Level 16
Hit Dice: 16/16
1d8+2 Class 1

STR
11
+0
DEX
16
+3
CON
14
+2
INT
20
+5
WIS
12
+1
CHA
13
+1
194
Hit Points
+8
Initiative (DEX)
23
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+3 Dexterity
+7 Constitution
+10 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+10 Arcana INT
+5 Athletics STR
+6 Deception CHA
+10 History INT
+6 Insight WIS
+11 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+6 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ymir +9 INT 6d8+9 lightning
 +9 to hit Elf/Human, +11 to hit Non-Elves/Humans
Ymir (Rage Fueled) +9 INT 8d8+13 lightning
 +9 to hit Elf/Human, +11 to hit Non-Elves/Humans
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Darkvision

Keen Senses

Fey Ancestry

Trance

Cantrip

Bind Weapon

  • Starting 1st level, you learn how to forge a magical bond between you and a weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you find a magical weapon that requires attunement, you can bond with that weapon during the attunement process, without the need of finishing a long rest. You can only bind one weapon in this way

  • Fighting Style - Defense

    Quick Cast

  • At 2nd level, you gain the ability to increase the speed with which you weave spells. When you cast a spell with a casting time of an action, you can use your Quick Cast to change the casting time to a bonus action for this casting. You must then finish a short or a long rest to use this feature again.

  • Arcane Strike & Arcane Strike Improvement
  • Starting at 2nd level, you learn how to imbue your weapons with arcane power. Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to enhance an attack.

  • Quick to Strike
  • Starting at 3rd level, at the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you hit a creature with a weapon attack on that turn, the attack is infused with arcane magic, causing additional 2d8 force damage. In addition, you add your Intelligence modifier as a bonus to your initiative rolls.

  • Fey Touched (Feat)
  • Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

  • Expeditious Blade
  • Beginning at 5th Level, you can attack with your bound weapon twice, instead of once, whenever you take the Attack action on your turn.

  • Combat Caster
  • Your training with sword and spell alike has granted you the experience to expertly combine the two, even in the midst of combat. Beginning at 6th level, you can perform the somatic components of spells even when you have weapons or a shield in one or both Hands. Additionally, at the beginning of a long rest, you can initiate a 10-minute ritual with a weapon. After the ritual is completed, if your weapon is on the same plane of existence, you can summon your weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Only two weapons can benefit from this feature at a time. If you attempt this ritual with a third weapon, the first one loses the benefits of this feature.

  • Arcane Eye
  • Beginning at 7th level, you learn how to observe your enemies. If you spend 1 minute observing an enemy (looking at them), you can learn one of the following details: The Target's Armor Class. The Target's current hit points, OR The Target's Spellcasting Ability, if any. You can't use this feature again on the same target for the next 24 hours.

  • Lucky (Feat)

    Scroll Magic

  • You learn how to create scrolls imbued with magic. Beginning at 10th level, you can transcribe any Bladecaster spell that you know into a scroll, by expending a spell slot with a level equal to the spell's level, as well as 2 hours and 50 gp for each level of the spell, in addition to any material components the spell already has. Once you have created a scroll, it retains its magical potency for a number of days equal to your Intelligence modifier (a minimum of one). After this time has passed, the scroll loses its potency and becomes non-magical as the spell is lost.

  • Tough (Feat)

    Glorious Renown

  • Beginning at the 14th level, your presence is magically enhanced, causing you to exude majesty and grace, increasing your persuasiveness. You can add your Intelligence modifier as a bonus to any Charisma check you make. In addition, whenever you fail a Charisma check or a creature succeeds on a saving throw against one of your spells that cause the charmed or frightened condition, you can spend a spell slot of 2nd-level or higher as a reaction to reroll the check with Advantage or force the target to reroll the check with disadvantage.

  • Agile Strikes
  • Beginning at the 15th level, your magic infuses your body with uncanny speed. When you take the Attack action or make an opportunity attack, you can make one additional attack as part of that action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

  • Features & Traits
    Enforced Leather Armor (13 + dex)
    Shield (+2 AC)
    Respirator
    The Plaguelord's Mask (Ignores status changes in air)
    Crate of Corroded Ruby
    W.B. Jones' Bulletproof Vest (+2 AC)

    Equipment Copper: 15140, Silver: 0, Electrum: 0, Gold: 0, Platinum: 100 Money
    Elvish
    Common
    Dwarfish
    Orcish

    Long/Short Swords and Bows
    Light, Medium, & Heave Armor
    Simple & Martial Weapons
    Shields
    Piercing Resistance (0.5x damage)

    Languages & Proficiencies
    *Piercing Resistance :*
  • Take 0.5x damage on any piercing attacks.

  • *Ymir Ability:*
  • If Na'alin and/or 2 allies go down, roll a d6 to potentially bring allies back up to 1 HP (Must roll a 5 or 6).

  • Notes
    **Spells**
    ~ Cantrips ~

    *Blade Ward*
    Abjuration Cantrip
    Casting Time: Action
    Range: Self
    Components: V, S
    Duration: 1 round

    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.


    *Mage Hand*
    Conjuration Cantrip
    Casting Time: Action
    Range: 30 feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

    The hand can't attack, activate magic items, or carry more than 10 pounds.


    *Sword Burst*
    Conjuration Cantrip
    Casting Time: Action
    Range: Self (5-foot radius)
    Components: V
    Duration: Instantaneous

    You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

    This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


    ~ 1st Level - 4 Spell Slots ~

    *Chaos Bolt*
    Level 1 Evocation
    Casting Time: Action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

    A creature can be targeted only once by each casting of this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.


    *Command*
    Level 1 Enchantment
    Casting Time: Action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

    Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn.
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


    *Heroism*
    Level 1 Enchantment
    Casting Time: Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute

    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


    *Shield*
    Level 1 Abjuration
    Casting Time: Reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    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.


    *Silvery Barbs*
    Level 1 Enchantment
    Casting Time: Reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.


    ~ Level 2 - 3 Spell Slots ~

    *Branding Smite*
    Level 2 Evocation
    Casting Time: Bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute

    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


    *Enhance Ability*
    Level 2 Transmutation
    Casting Time: Action
    Range: Touch
    Components: V, S, M (fur or a feather from a beast)
    Duration: Concentration, up to 1 hour

    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

    Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor. The target has advantage on Charisma checks.
    Fox's Cunning. The target has advantage on Intelligence checks.
    Owl's Wisdom. The target has advantage on Wisdom checks.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


    *Mirror Image*
    Level 2 Illusion
    Casting Time: Action
    Range: Self
    Components: V, S
    Duration: 1 minute

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


    *Misty Step*
    Level 2 Conjuration
    Casting Time: Bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    *Shatter*
    Level 2 Evocation
    Casting Time: Action
    Range: 60 feet
    Components: V, S, M (a chip of mica)
    Duration: Instantaneous

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

    A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


    *Suggestion*
    Level 2 Enchantment
    Casting Time: Action
    Range: 30 feet
    Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
    Duration: Concentration, up to 8 hours

    You suggest a course of activity (limited to a sentence or two) 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 stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

    If you or any of your companions damage the target, the spell ends.


    ~ Level 3 - 3 Spell Slots ~

    *Blink*
    Level 3 Transmutation
    Casting Time: Action
    Range: Self
    Components: V, S
    Duration: 1 minute

    Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

    While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.


    *Fly*
    Level 3 Transmutation
    Casting Time: Action
    Range: Touch
    Components: V, S, M (a wing feather from any bird)
    Duration: Concentration, up to 10 minutes

    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.


    *Haste*
    Level 3 Transmutation
    Casting Time: Action
    Range: 30 feet
    Components: V, S, M (a shaving of licorice root)
    Duration: Concentration, up to 1 minute

    Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

    When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.


    *Lightning Bolt*
    Level 3 Evocation
    Casting Time: Action
    Range: Self (100-foot line)
    Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
    Duration: Instantaneous

    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

    The lightning ignites flammable objects in the area that aren't being worn or carried.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


    *Thunder Step*
    Level 3 Conjuration
    Casting Time: Action
    Range: 90 feet
    Components: V
    Duration: Instantaneous

    You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


    ~ 4th Level - 2 Spell Slots ~

    *Blight*
    Level 4 Necromancy
    Casting Time: Action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous

    Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

    If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


    *Freedom of Movement*
    Level 4 Abjuration
    Casting Time: Action
    Range: Touch
    Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
    Duration: 1 hour

    You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.


    *Staggering Smite*
    Level 4 Evocation
    Casting Time: Bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute

    The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.


    ~ 7th Level - 1 Spell Slot ~

    *Solar Eclipse*
    Range: Unlimited

    Target must pass on a CON saving throw against your spell DC. On a fail, the target takes 3d20+80 radiant damage, or double during daytime. Target will also be blinded and burned, shedding all advantages a creature may have that's caused by sight or skin. On a successful save, target takes half damage with no additional effects.

    Spells


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