Remove these ads. Join the Worldbuilders Guild

Fairie

1 Level (0/300 XP for level-up) Far Traveller Background Fairie Folk, Pixie Race / Species / Heritage Chaotic Neutral Alignment
Aberrant Mind Sorcerer
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
9
-1
DEX
9
-1
CON
16
+3
INT
14
+2
WIS
15
+2
CHA
19
+4
9
Hit Points
-1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
0 /
Sorcerer Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
-2 Dexterity
+10 Constitution
+4 Intelligence
+4 Wisdom
+12 Charisma
saving throws
-2 Acrobatics DEX
+4 Animal Handling WIS
+8 Arcana INT
-2 Athletics STR
+12 Deception CHA
+4 History INT
+8 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+8 Nature INT
+8 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+4 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lightning Lure
Mage Hand
Lesser Dwimmer
Mold Earth
Mind Sliver

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Arms of Hadar
Dissonant Whispers
Grease
Silent Image
Faerie and Folk: Your creature type is considered both humanoid and fey.

Faerie Fancy: Your people are renowned both for their love of music, and the widespread art of mixing potions poultices, and remedies. You are proficient in either the herbalism kit, or any one musical instrument of your choice.

Fey Ancestry: You have advantage on all saving throws against being charmed, and magic can't put you to sleep.

Frail Strength: Faerie folk are not made for manual labor. You have disadvantage on all Strength checks and saving throws. You can lift no more than 10 pounds.

Heart Sight: As an action, you touch a creature and magically know the creature's current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. The DC for this save is equal to 8 + your Charisma modifier + your proficiency bonus. Celestials, fiends, and undead automatically fail this saving throw.

Nature's Child: Children of the Feywild have a native gift for the natural world. You are proficient in the Nature skill.

Nimble: You can move through the space of any creature that is a size larger than yours and you may end your turn in the space of another creature of a size larger than your own. Your melee attacks have a reach of 0 feet.

Fairy Dust. You can cast the sleep spell once. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.


Psionic Spells: You gain additional spells. They do not count against the spells you know. Whenever you gain a level you can replace one spell gained from this feature with another spell of the same level. The spell must be a divination or enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 ft of you. You and the creature can speak telepathically while you're within a number of miles equal to your CHA modifier (minimum of 1). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.


All Eyes on You:
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips


At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Spellcasting
Languages


  • Common

  • Elvish

  • Sylvan


Proficiencies


  • Daggers

  • Darts

  • Slings

  • Quarterstaffs

  • Light Crossbows

  • Herbalism Kit

  • Pan Flute



Languages & Proficiencies

  • I express affection or contempt in ways that are unfamiliar to others.

  • Sarcasm and insults are my weapons of choice.



Personality Traits

  • Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)



Ideals

  • I'm fascinated by the beauty and wonder of this new land.



Bonds

  • I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.



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.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Pixie

ability score increase: Your Charisma score increases by 1.
age:
Size: Tiny
speed:
Languages:
parent race: Fairie Folk
race features:
Fairy Dust. You can cast the sleep spell once. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.
Your wings have a fine loose powder that trails behind you in a color to match your wings; wings can range in many different shades and colors. Many patterns carry multiple colors while some only carry a single color in varying shades; your wings may also come in many designs that are both elegant and subtle.

Statblocks for companions, followers and other allies.

Aqua Mortenson

1 Level (0/300 XP for level-up) Inheritor Background Feline Race / Species / Heritage Lawful Neutral Alignment
Lightbringer
Level 1
Hit Dice: 1/1
1d6+85 Class 1

STR
12
+1
DEX
18
+4
CON
181
+85
INT
17
+3
WIS
15
+2
CHA
14
+2
91
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+85 Constitution
+5 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+12 Acrobatics DEX
+8 Animal Handling WIS
+10 Arcana INT
+2 Athletics STR
+4 Deception CHA
+6 History INT
+8 Insight WIS
+4 Intimidation CHA
+6 Investigation INT
skills
+4 Medicine WIS
+6 Nature INT
+8 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+6 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Swift Aemula +6 DEX 1d8(1d10)+4 piercing
 Finesse, Light, One Handed, Versatile
Unarmed Strike +1 STR 1d6+1 Slashing
Attacks

Spell Book

True Empathy (Race): You can communicate simple ideas with feline creatures (such as cats, lions, and tigers) or creatures you have bond with.

Aemula Regalia (Class): You are attuned to an Aemula Regalia. It is considered a +1 magic weapon.

Swift Aemula (Class): Your Aemula Regalia counts as a one-handed, finesse weapon and deals 1d8 (1d10 versatile) damage on a hit.

Spellcasting: Your Aemula Regalia grants you access to magic.

Features & Traits

  • Swift Aemula

  • Agony Pendant

  • Engagement Necklace

  • Wedding Ring



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
By 1st level, your Aemula Regalia grants you access to magic.

Cantrips

You learn 4 cantrips of your choice from the Aemula Regalia spell list. You learn additional cantrips as you gain levels in this class, as shown on the Lightbringer Table.

Preparing and Casting Spells


Preparing and Casting Spells the Lightbringer table shows how many Spell Slots you have to cast your Spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of spells that are available for you to cast, choosing from the Lightbringer spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your Lightbringer level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Lightbringer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include five Spells of 1st or 2nd Level, in any combination. If you prepare the 1st level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list

Spellcasting Ability

Intelligence is your Spellcasting Ability, since spellcasting relies on you understanding how spells work. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when Making a spell attack roll with one. Additionally, you can use your Aemula Regalia as your arcane focus.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Spellcasting
Languages

  • Common

  • Elvish

  • Valyrian



Proficiencies

  • Aemula Regalia

  • Simple Weapons

  • Martial Weapons

  • Cook's Utensils

  • Lyre



Languages & Proficiencies

  • I judge people by their actions, not their words.

  • When I set my mind to something, I follow through no matter what.



Personality Traits

  • Sincerity. There is no good pretending to be something I'm not. (Neutral)



Ideals

  • I protect those who cannot protect themselves.



Bonds

  • I have a weakness for the vices of the city, especially drugs.



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.

Statblocks for your spells.

Level 0 Spells

Lightning Lure

0-level (Cantrip) Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 15 ft
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Player's Handbook 5E (WoC)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: 1 minute
Spectral floating hand appears at a point you choose within range. Than hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30ft 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 30ft each time you use it.   The hand cannot attack, activate magic items, or carry more than 10 pounds. 
Available for: Bard, Sorcerer, Warlock, Wizard

Lesser Dwimmer

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
You make a louding or a likeness of a thing within thirty feet that lasts for one minute. The dwimmer also ends if you lease it as an action or cast this spell again. If you make a louding, its loudness can range from a whisper to a scream. It can be spoken words, footsteps, a beating of drums, or any other louding you choose. The louding can forthgo unfettered throughout the minute, or you can make lesser loudings at sundry times before the spell ends. If you create a likeness of a thing--such as a chair, muddy footprints, or a small coffer--it must be no bigger than a 5-foot box. The image can't make loudness, light, smell, or any other angetty effect. Fleshly dealings with the thing-likeness unheels it to be a dwimmer, because things can pass through it. If a wight uses its action to examine the louding or thing-likeness, it can unriddle that it is a trick with a fruitful Intelligence (Investigation) check against your spell save DC. If a wight learns the trick for what it is, the dwimmer becomes waned or dimmed to it.
Available for: Gleeman, Shinelocker, Warlock, Witch, Tinkerer

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
  If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: You can create an additional effect and the spell's range increases by 10 feet once you reach 5th level (up to 2 effects, 40 feet range), and again at 11th level (up to 3 effects, 50 feet range) and 17th level (up to 4 effects, 60 feet range).
Available for: Druid, Sorcerer, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

SRD

Arms of Hadar

1-level Conjuration

Casting Time: 1 action
Range/Area: self (10 foot radius)
Components: VS
Duration: instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Warlock

SRD

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

SRD

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of pork rind, or butter, or focus
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Artificer, Sorcerer, Wizard

SRD

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of fleece, or focus
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Available for: Bard, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Krysim.

Statblock Type

Character Sheet (latest)

Link/Embed