Remove these ads. Join the Worldbuilders Guild

Aurora

5 Level (0/14000 XP for level-up) Fisher Background Genasi: Air Race / Species / Heritage CN Alignment
Sorcerer: Storm
Level 5
Hit Dice: 5/5
1d6+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
14
+2
WIS
10
+0
CHA
17
+3
34
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+3 Deception CHA
+5 History INT
+0 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+5 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

War caster
Lightning Resistance. You have resistance to lightning damage.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Primordial, Elvish, Gnome.

Languages & Proficiencies


™ & © 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.

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.   Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
ability score increase: Your Constitution score increases by 2, and your Dexterity score increases by 1.
age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
alignment: Independent and self-reliant, genasi tend toward a neutral alignment.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
parent race: Genasi
race features:
Size. Your size can be Small instead of Medium.   Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.   Mingle with the Wind. You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: instantanheous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

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

SRD

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: touch
Components: VM
Materials: a firefly, or phosphorescent moss, or focus
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.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

SRD

Gust

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Available for: Druid, Sorcerer, Wizard

SRD

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
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.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A twig from a tree that has been struck by lightning, or focus
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
Available for: Sorcerer, Warlock, Wizard

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: VM
Materials: A small feather, or piece of down, or focus
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 2 Spells

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self (60 foot line)
Components: VSM
Materials: A legume seed, or focus
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Ranger, Sorcerer, Wizard

http://dnd5e.wikidot.com/spell:icingdeath-s-frost

Icingdeath's Frost

2-level Evocation

Range/Area: Self (15-foot cone)
Components: V, S, M
Materials: a bit of fur and a rod of amber, crystal, or glass
Duration: Instantaneous
A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

SRD

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: Either a small leather loop, or a piece of golden wire bent into a cup shape with a long shank on one end, or focus
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Available for: Artificer, Sorcerer, Wizard

Level 3 Spells

SRD

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: self (100 foot line)
Components: VSM
Materials: A bit of fur and a rod of amber, crystal, or glass, or focus
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 above 3rd.
Available for: Sorcerer, Wizard

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


Created by

pie pi.

Statblock Type

Character Sheet (latest)

Link/Embed