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Kai Hlal

10 Level (0/85000 XP for level-up) Background human with draconic blood Race / Species / Heritage chaotic good Alignment
dragon blade
Level 5
Hit Dice: 5/5
1d10+3 Class 1
rune master
Level 5
Hit Dice: 5/5
1d+3 Class 2

STR
14
+2
DEX
22
+6
CON
16
+3
INT
20
+5
WIS
20
+5
CHA
5
-3
64
Hit Points
+6
Initiative (DEX)
24
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
19
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+10 Dexterity
+3 Constitution
+9 Intelligence
+5 Wisdom
-3 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+13 Arcana INT
+2 Athletics STR
-3 Deception CHA
+5 History INT
+5 Insight WIS
-3 Intimidation CHA
+5 Investigation INT
skills
+5 Medicine WIS
+5 Nature INT
+9 Perception WIS
-3 Performance CHA
-3 Persuasion CHA
+5 Religion INT
+6 Sleight of Hand DEX
+14 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
frostguard +12 DEX 1d10+6
 cold resistance winter hunger if you go 24 hours without drawing blood with this blade you gain one level of exhaustion Winter embrace as an action once per long rest gain temp hp equal to twice your level and attackers take 1d6 cold damage
draconic shield prototype mark2 +6 STR 3d6+2
 as an action you may fire a cone of makeshift dragon breath type of damage depends on which rune is inscribed
frostguard charge +2 STR 1d4+2
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light +9
 Notes:Casting Time:1 action Range:Touch Components:V, M (a firefly or phosphorescent moss) Duration:1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Thaumaturgy +9
 Notes:5e SRD >Spells > Thaumaturgy Transmutation cantrip Casting Time:1 action Range:30 feet Components:V Duration:Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Level 1 Spells 8 slots

NAME AB CAST RNG DUR DMG CMP #
Comprehend Languages +9
 Notes:Casting Time:1 action Range:self Components:V, S, M (a pinch of soot and salt) Duration:1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Faerie Fire +9
 Notes:5e SRD >Spells > Faerie Fire 1st-level evocation Casting Time:1 action Range:60 feet Components:V Duration:Concentration, up to 1 minute 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.
Command +9
 Notes:1st-level enchantment Casting Time:1 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 GM 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.
Purify Food and Drink +9
 Notes:5e SRD >Spells > Purify Food and Drink 1st-level transmutation (ritual) Casting Time:1 action Range:10 feet Components:V, S Duration:Instantaneous All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Blindness/Deafness +9
 Notes:2nd-level necromancy Casting Time:1 action Range:30 feet Components:V Duration:1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 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.
Pass without Trace +9
 Notes:2nd-level abjuration Casting Time:1 action Range:Self Components:V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration:Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Zone of Truth +9
 Notes:2nd-level enchantment Casting Time:1 action Range:60 feet Components:V, S Duration:10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Prayer of Healing +9
 Notes:2nd-level evocation Casting Time:10 minutes Range:30 feet Components:V Duration:Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Level 3 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bestow Curse +9
 Notes:3rd-level necromancy Casting Time:1 action Range:touch Components:V, S Duration:Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score: While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. 3rd Party Options At your GM’s discretion, you or the GM may want to consider some specific curses found here. Variant Curse Spell Effects [Source] When you cast this spell, the following options may be selected instead of the options presented above with your GM’s approval. Curse of Animal Anathema: While cursed, animals will not approach within 5 feet of the target, unless in an attempt to attack, and will not listen to commands or requests. Curse of Being too Close: While cursed, anytime the target is adjacent to the area of a damaging or detrimental spell or effect, they are included in the area of effect. Curse of the Broken Bell: While cursed, the target is wracked by the sound of a loud clangor of sounds and flashing lights only they can perceive. They have disadvantage on Perception checks. Anytime the target attempts to cast a spell or use a check that requires a tool or a skill requiring precise movement like Acrobatics or Sleight of Hand, they must make a Concentration check or fail the attempt. Curse of Bungling: While cursed and trying to use the Help action, the target must roll a d20. On an 11 or above, they provide the normal benefit of the Help action. On a 10 or below, they cause some sort of mishap instead of helping and cause disadvantage instead. Curse of Enemies Made: While cursed, the next person introduced to the target for the first time will be immediately hostile. This hostile attitude cannot be changed while the target is cursed but, once they are no longer cursed, it may be improved as normal. Curse of Flesh Hunger: While cursed, anytime the target is exposed to dead flesh, whether in a butcher shop, battlefield, or tomb, they must roll a d20. On a 11 or above, they resist the urge and act normally. On a 10 or below, they must use their turn to move toward and attempt to eat the dead flesh. This eating requires an action that provokes an opportunity attack. The target is not protected from any diseases carried by rotting or otherwise diseased meat and undead with flesh are considered ‘dead flesh’ for the purpose of this curse. Curse of Glazed Eyes: While cursed the target is unable to see a certain type of creature. The creatures are treated as being under the effect of a Greater Invisibility spell but only to the target of the curse. Spells that attempt to remove the invisibility from these creatures do not work but spells that allow you to see invisible creatures, like See Invisibility work normally for the curse’s target. The source of the curse determines the kind of creature. The kind of creature must be specific, like humans, spiders or goblins, and not humanoids, dragons, etc. Curse of Mistaken Identity: While cursed, each time the target meets someone for the first time, they must roll a d20. On an 11 or above, the interaction goes as normal. On a 10 or below, the new individual will confuse the target with a hated enemy, a well-known criminal, raving lunatic or some other individual antithetical to their beliefs. Curse of Open Wounds: While cursed, all healing that the target receives is halved and they do not heal naturally from a short or long rest. Curse of Senselessness: While cursed, the target is struck blind and deaf. Curse of Sterility: While cursed, the target is rendered sterile and is unable to procreate. Curse of Victory Denied: While cursed, every time the target makes a d20 roll, a roll of a natural 20 counts is changed to a 1. Curse of Violence: While cursed, each round in combat, the target must roll a d20. On a 6 or higher, they may act normally in combat. On a 5 or below, they are compelled by a powerful bloodlust to attack the nearest target, regardless of whether they are friend or foe. Curse of Wracking Pain: While cursed, if the target performs a physical action, e.g. any skill check, ability check, attack roll, or physical class ability, or if they use their full movement for the round, they are wracked with pain. In the following round they may only use their movement or perform their action for the turn, not both. New Advanced Curse Spell Effects [Source] The following curses are able to be chosen if using a spell slot of 5th or above: Curse of Antimagic: While cursed, the target is unable to cast spells or use magic items. Curse of Animal Hostility: While cursed, all animals and magical beasts with animal intelligence are automatically hostile toward the target and will attack them, flee, or negatively impact them in any way possible. Curse of Sensory Deprivation: While cursed, the target loses all of their senses like sight, hearing, smell, tremorsense, blindsense, etc. Curse of Dull Metal: While cursed, valuable metals (such as platinum, gold, silver, and copper) turn to lead in the target’s possession, even if they are in a bag of holding or stored away from the target. The target’s touch transmutes valuable metals (including coins) into lead as well. Curse of Friendly Virulence: While cursed, a random ally or loved one of the target contracts a disease. If the disease is magically cured or runs its course (regardless of the outcome) while the target is still cursed, another qualifying individual contracts a new disease. Curse of Interminable Bungling: While cursed, anytime the target attempts the Help action, it automatically fails and causes the ally to fail their check. Curse of Memory Blotting: While cursed, no one can remember the target of the curse and they cannot make new memories about them. They are a permanent stranger to everyone. It manifests in interesting ways, for example, the target could give a task to another, that person would remember the task but not who gave them it or who to return to when it is done. Curse of Knowing You: While cursed, 1d4+1 of the target’s loved ones or allies are affected by a curse chosen from the basic bestow curse effects. The affected loved ones can be chosen randomly or, if known by the creator of the curse, directed. Curse of Shunning: While cursed, all of the target’s loved ones and allies suddenly despise him and are considered to have unfriendly attitudes. Once the curse is lifted, the unfriendly attitude remains but may be improved as normal. New Lesser Curse Spell Effects [Source] The following curses are able to be chosen if the Lesser Curse spell: Curse of Blandness: All food and drink the target consumes is tasteless and bland. They are unable to benefit from spells or effects that grant effects based on the consumption of food and drink, and they do not gain any of the benefits of being drunk, only the penalties. Curse of Broken Mirrors: When coming in contact with an object made of a glass or similar material material, the target must make a Wisdom saving throw (equal to the DC of the original curse) or be compelled to attempt to destroy the object. Curse of Distraction: The target has disadvantage on concentration saving throws. Curse of the Forgotten Fact: The target has disadvantage on any skill check to recall a piece of information or lore. Curse of the Offensive Smell: The target always smells a bit off to whomever they are close to. They have disadvantage on Bluff and Diplomacy skill checks with creatures who can smell. Curse of the Unfocused Technique: The target suffers from disadvantage on saving throws against abilities that trip, disarm or grapple them. Curse of the Unfortunate Step: The target has disadvantage on Stealth checks that rely on sound. They manage to step on every creaky board, twig, or loose stone they possibly can. Other Effects [Source] Banshee Vanity: Whenever the target is cursed, no more than once each round, if it sees its reflection, it must make a Wisdom saving throw. On a failure, the target takes 2d8 psychic damage. If a target is rendered unconscious by this damage, it automatically stabilizes. Bungler: Whenever the target is cursed, whenever it makes an attack roll, it must roll a d4 and subtract the number rolled from the attack roll. Whenever the d4’s result is 1, the attack misses regardless of any other modifiers or the target’s AC. Deserted: Whenever the target is cursed, it feels abandoned and isolated. Whenever any creature leaves its field of vision, the target treats that creature thereafter as if it were invisible (those other creatures do not necessarily know this, at least not immediately). If the target is ever alone it is frightened; as it cannot identify the source of its fear, it moves only reluctantly, and its speed is halved. Farsighted: Whenever the target is cursed, it has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks based on sight within 20 feet and cannot read text of any kind. Gravesleep: Whenever the target is cursed, it only gains the benefits of a long or short rest when that rest takes place within a coffin, grave, or place of the dead. Homesick: Whenever the target is cursed, whenever it is more than 5 miles from its home, it has disadvantage on ability checks and Charisma saving throws. Hyper-enchanted: Whenever the target is cursed, it has disadvantage on saving throws against spells from the enchantment school and is vulnerable to damage caused by spells from the enchantment school. Infirmity of Body: Whenever the target is cursed, it has disadvantage on saving throws against acid or poison damage, and whenever it takes acid or poison damage, it takes an additional 1d8 necrotic damage. Infirmity of Mind: Whenever the target is cursed, it has disadvantage on saving throws against psychic damage, and whenever it takes psychic damage, it takes an additional 1d8 necrotic damage. Invisible Isolation: Whenever the target is cursed, any time it is invisible it cannot see or hear its allies. Lethologica: Whenever the target is cursed, it consistently fails to remember some words. Whenever the target attempts to communicate, it suffers from mild frustration as it forgets words. The target has disadvantage on Intelligence and Charisma checks. If the target attempts to cast a spell with a verbal component, the target must succeed on an Intelligence check (same DC as the save for this spell) or the spell fails without expending a spell slot. Lycanthropoid: Whenever the target is cursed, it believes it has lycanthropy caused by a wererat or werewolf.: While cursed, it has an affinity for rats or wolves, respectively, is frightened whenever it can see silver weapons, and has disadvantage on saving throws it may gain to attempt to overcome its false beliefs about its having contracted lycanthropy. In addition, between the rising and setting of a full moon, the target has advantage on Dexterity checks if it believes it is a wererat and Strength checks if it believes it is a werewolf. Magic Weakness: Whenever the target is cursed, it has disadvantage on saving throws against spells. Mishearing: Whenever the target is cursed, it regularly mishears things said by others. Whenever someone tries to communicate with the target with speech, the target must succeed on a Wisdom (Perception) check to understand what was said, the DC of the check is 5 if the speaker and target are adjacent or in the same space, or 5 + 1 per foot of distance between the speaker and target otherwise. On a failed check the GM decides what is heard instead, and while cursed the target cannot be convinced they misheard the statement. Morphic Vulnerability: Whenever the target is cursed, it has disadvantage on saving throws to avoid having its form, size or speed changed and on saving throws to revert to its normal form, size, or speed. Navigation: Whenever the target is cursed, it has disadvantage on Intelligence (Investigation), Intelligence (Nature), Wisdom (Perception), Wisdom (Survival), and any other checks associated with finding its way.: Whenever the target is lost, its speed is halved. Nearsighted: Whenever the target is cursed, it has disadvantage on Wisdom (Perception) checks to see at a range between 30 and 60 feet and cannot clearly see anything beyond 60 feet. Whenever the target is cursed, it has disadvantage on ranged weapon attacks and ranged spell attacks if the target is between 30 and 60 feet away and it cannot target creatures that are more than 60 feet away. However, whenever the target is cursed, it has advantage on Wisdom (Perception) and Intelligence (Investigation) checks based on sight within 10 feet. Night Thrall: Whenever the target is cursed, it cannot gain the benefits of a short or long rest unless it is in an area of bright light. The target strongly prefers to be awake at night. Overconfidence: Whenever the target is cursed, it believes that it will win, overcome, or otherwise prevail. Whenever the target is cursed it cannot take the Disengage, Hide or Ready actions and it cannot use the Dash action to flee combat. Painful Memory: Whenever the target is cursed, it never forgets anything painful it experiences (including bad memories, painful feelings, the experience of physical pain, etc.). Whenever the target is cursed, whenever it takes damage of any type, it takes an additional point of damage of that type. Whenever the target is cursed, if it must make repeated saving throws against the same effect, all saving throws after the first saving throw are made with disadvantage. Whenever the target is cursed, it takes 1d8 psychic damage at the end of each short rest and 2d8 psychic damage at the end of each long rest. Poor Swimmer: Whenever the target is cursed, it loses its swimming speed and ability checks it makes while swimming are made with disadvantage. Prolonged Casting: Whenever the target is cursed, it must use an action to cast spells that normally require a bonus action, it cannot cast spells with a casting time of 1 reaction, and it cannot cast a spell with a casting time of 1 action on the same turn that it uses a bonus action. Pursued by Death: Whenever the target is cursed, its speed is halved, and it cannot take the Dash action whenever the target is within 60 feet of an undead creature that it can see. Repression: Whenever the target is cursed, it cannot gain temporary hit points, and whenever it spends Hit Dice to regain hit points, the result of each rolled Hit Die is reduced by 1 (minimum 1). Restlessness: Whenever the target is cursed, it feels an overwhelming urge to move. On each of its turns, it must use its movement to move as far as it can (though it can trace a path that returns it to its starting space this movement might provoke opportunity attacks. The cursed target is not required to take the Dash action. At the end of its turn, if the target did not move (for instance, if it was prevented from moving by another effect), its restlessness results in it not being able to take reactions and it has disadvantage on Dexterity saving throws until the start of its next turn. Ringing Ears: Whenever the target is cursed, it endures loud ringing in its ears. Whenever the target is cursed, it has disadvantage on Wisdom (Perception) checks to hear. In addition, whenever the target is cursed it must expend considerable effort to maintain concentration. Whenever a Constitution saving throw is required to maintain concentration, that saving throw is made with disadvantage. School Amnesia: When you cast bestow curse, choose a school of magic. Whenever the target is cursed, if it attempts to cast a spell from that school of magic it must make an ability check using its spellcasting ability with a DC equal to 12 + the spell’s level. If the check succeeds, the target casts the spell normally. If the check fails, the target’s spell fails. Scrying Beacon: Whenever the target is cursed, it has disadvantage on saving throws against divination spells or effects. Whenever the target is subject to detect thoughts and succeeds on a saving throw that would end the spell, the detect thoughts spell does not end if its caster succeeds on a Constitution saving throw, DC 10, to maintain concentration. Whenever the target is subject to scrying it is treated as though it were familiar to the caster of scrying and as though the caster had a lock of the target’s hair. Speechlessness: Whenever the target is cursed, it cannot speak. Storm Attractor: Whenever the target is cursed, it takes a -1 penalty onConstitution and Dexterity saving throws, and it has vulnerability to both lightning and thunder damage. Teleport Restriction: Whenever the target is cursed, it cannot teleport or be teleported. Thermal Susceptibility: Whenever the target is cursed, it takes a-1 penalty on Constitution and Dexterity saving throws, and it has vulnerability to both cold and fire damage. Unhealable: Whenever the target is cursed, it can only regain hit points during short or long rests. Vampiric Delusion: Whenever the target is cursed, it believes it has become a vampire and behaves accordingly.: It disadvantage on Wisdom (Insight) checks.: The target is frightened of running water and sunlight, and will not voluntarily enter residences without being invited by an occupant.: The target does not attempt to use any of the powers it might think a vampire has (such as turning into a bat or a cloud of mist, or climbing walls) and will offer an explanation for why it does not if pressed. It has no special bite attack (though it might, as part of its beliefs, attempt to bite someone) or any other vampiric abilities or powers (but will believe that it does). Vertigo: Whenever the target is cursed, it suffers mild vertigo and takes a -2 penalty on Dexterity checks.: Whenever the target is prone, it also suffers terrible vertigo and has disadvantage on Constitution, Dexterity and Strength checks and on Dexterity saving throws. Zoophobia: Whenever the target is cursed, it is irrationally afraid of animals. Whenever the target can see or shares a space with an animal and makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, whenever the target can see or shares a space with an animal creature that is larger than the target or that is a giant version of another animal, the target is frightened and the nearest such animal is the source of the target’s fear.
Magic Circle +9
 Notes:3rd-level abjuration Casting Time:1 minute Range:10 feet Components:V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration:1 hour You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Remove Curse +9
 Notes:3rd-level abjuration Casting Time:1 action Range:Touch Components:V, S Duration:Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Haste +9
 Notes:3rd-level transmutation Casting Time:1 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.

Level 4 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Control Water +9
 Notes:4th-level transmutation Casting Time:1 action Range:300 feet Components:V, S, M (a drop of water and a pinch of dust) Duration:Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Hallucinatory Terrain +9
 Notes:5e SRD >Spells > Hallucinatory Terrain 4th-level illusion Casting Time:10 minutes Range:300 feet Components:V, S, M (a stone, a twig, and a bit of green plant) Duration:24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Teleportation Circle +9
 Notes:Casting Time:1 minute Range:10 feet Components:V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) Duration:1 round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Dragon Blade
Introduction
A dragon blade is a powerful warrior who has been chosen by a dragon to become its champion. The reason why a dragon has chosen its champion is often a mystery. Some dragons may have a quest or journey they want their champion to complete in their place; other dragons might choose based on someone's alignment or righteous nature. Dragons are very selective when choosing a champion and because of this, not many are around. Usually only the older or more powerful dragons have champions. For some, a champion is a symbol of pride and power, but for others, it can be a way to spread the influence of the person they entrust their power to. The longer a champion remains loyal, the more physically draconic they become.

Creating a Dragon Blade
Why did the dragon choose you, why did you accept it's offer? Why did you decide to travel? Do you fight for your dragon's honor or for yourself?

Quick Build
You can make a Dragon Blade quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero, Outlander, Far Traveler backgrounds.

As a , you gain the following class features.

Hit Points
Hit Dice: 110 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 110 + your Constitution modifier

Proficiencies
Armor: Light, medium armor and shields
Weapons: All weapons
Tools: Pick one of your choice
Saving Throws: Dexterity and strength
Skills: Choose choose two between Acrobatics, Athletics, insight, perception, survival, medicine, animal handling and stealth from all.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

A longsword or two shortswords
Chain shirt or a leather armor
Dungeoneer's Pack or an Explorer's Pack
A fishing tackle
a musical instrument of your choice


Sword Dancer
As a Dragon Blade, you are extremely proficient in the use of lighter melee weapons in combat. When wielding a melee weapon without the Weapon Properties Heavy or two-handed properties, you can use either your str or dex modifier for the attack and damage roll of the attack. You may also two-hand a longsword instead of one-handing for 1d10. You also gain advantage in initiatives checks.

Unarmored Defense
While you are not wearing any armor your Armor Class equals 10 + your Dex modifier + your Wis modifier. You can use a shield and still gain this benefit.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling:
When you are wielding any weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mobile Fighter:
As long as you are wearing light or no armor, and are not wielding a shield, your speed is increased by 5 feet, and you gain a +1 bonus to AC.

Brawler:
If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.



Draconic Assault
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Draconic Stamina
At 2nd level a Dragon Blade gains the ability to use Second Wind (Using Dragon Blade level instead of Fighter).

Expertise
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.

Draconic Style
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Healing Style or the Wrath Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 19th levels.

Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. The number of attacks increases to three at 10th level.

Acrobatics Master
At 7th level, you gain proficiency in the acrobatics skill. Additionally, you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

One With The Blade
At 9th level, your sword becomes an extension of your body and soul. You can now add half your Dexterity modifier to your attack and damage rolls.

Indomitable
Beginning at 9th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice starting at 13th level and three times starting at 17th level.

Draconic Features
Beginning at 10th level you now gain some draconic feature such as scales, fangs, slit-eyes, wings, and increased strength. Because of these features your unarmored AC increases to 13 + dexterity}} modifier + your wisdom modifier. You can also make a bite attack (2d10) and a claw attack (1d8). You now also have darkvision for 120 ft, and your Dexterity and Wisdom are increased by 2 (with a maximum of 22).

Precise Strike
Beginning at 13th level your crit dice count as 19 and 20. At the 16th and the following levels, your crit dice count as 18, 19 and 20.

Last Efforts
At 17th level you have full control over your body. When an attack reduces you to 0 hit point, it doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hit point. You need to finish a long rest before you can use this feature again.

Dragon's Gift
At 18th level, your draconic powers are also at their full potential empowers your body and soul. Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores is now 24. You also get the same element resistance that your dragon has, and your Unarmored Defense becomes 16 + dex modifier + wis modifier.

Dragon's Form
At 20th level, You are now able to fully transform into an adult dragon of your choice.

Draconic Healing Style
The Style of the Dragons Who Support Their Comrades

Healing Blade
Beginning at 3rd level, As an action you may heal a comrade that is within range, they can spend one hit die to heal.

Rejuvenation
Beginning at 6th level, once a every short rest turns you may heal yourself for 2d4 as a bonus action, this ability increases at level 10 (4d4) and level 18 (4d8)

Damage Halve/ Damage Block
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack, or you may jump into a attack within your range that would be aimed at your ally (you will take the hit instead of them. You cannot do this again until you finish a short or long rest.

Healing Aura
Beginning at 15th level, You can now create a healing aura for 10 ft. An ally in the aura heals for 5 hp per round while inside, once they leave the aura the effect is no longer with them. This aura lasts for 1 minute or until dispelled, you must finish a long rest before using this ability again.

Sacrificing Stab
Beginning at 19th level, you can sacrifice yourself to allow any ally to regain all of their hit points. This action will put you at 1 hit point and you become unconscious.

Draconic Wrath Style
Draconic Strike
Choose an element between acid, fire, cold or lightning. Beginning at 3rd level, as a bonus action on your turn your weapon is covered by the chosen element for 1 minute. You add 1d6 damage of the chosen type to your attacks. You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a short or long rest. The damage increases by one die at 6th level (2d6), at 11th (3d6), and at 15th (4d6).

Master of the Element
Beginning at the 6th level you gain resistance against any chosen element in Draconic Strike.

Breath of the Dragon
Beginning at 11th level, you can make an Draconic breath attack of the chosen type. The breath weapon is either a 15' cone (fire or cold) or a 5 by 30 ft line (lightning or acid). The DC for the breath attack is 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d8 damage on a failed save and half as much damage on a successful save. You can use this ability twice after which you need to finish a short rest before you can use this feature again.

Improved Draconic Strike
Beginning at 15th level, increase the damage die of your Draconic Strikes from d6 to d8 .

Draconic Fury
Beginning at 19th level, you have mastered the ability to channel your chosen element into your weapon. As an action, you deal 10d10 damage of the chosen element in draconic strike in addition to your weapon damage. You may use this ability 3x per long rest.

Multiclassing
Prerequisites. To qualify for multiclassing into the Dragon Blade class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom

Proficiencies. When you multiclass into the Dragon Blade class, you gain the following proficiencies: Martial Weapons

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


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