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Syllina Rho

1 Level (0/300 XP for level-up) Acolyte Background Human Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
9
-1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
15
+2
CHA
13
+1
8
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
7 / 7
Wand of Magic Missile Charges
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+2 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
-1 Athletics STR
+1 Deception CHA
+4 History INT
+4 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+2 Piercing
 Finesse, Light, Thrown, Nick
Quarterstaff +1 STR 1d6-1 Bludgeoning
 Versatile, Topple
Wand of Magic Missile +6 INT 3d4+1 Force
 You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4+1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Acid Splash +6 1 Action 60 ft / 5 ft Area Instantaneous 1d6 VS
 Notes:You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Chill Touch +6 1 Action Touch Instantaneous 1d10 VS
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Fire Bolt +6 1 Action 120 ft Instantaneous 1d10 VS
 Notes:You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +6 1 Action 15 ft Cone Instantaneous 3d6 VS
 Notes:A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Ice Knife +6 1 Action 60 ft / 5 ft Area Instantaneous 1d10 SM
 Notes:You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1. * - (a drop of water or a piece of ice)
Sleep +6 1 Action 60 ft / 5 ft Area Instantaneous VSM
 Notes:Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell. * - (a pinch of sand or rose petals)
Witch Bolt +6 1 Action 60 ft Instantaneous 2d12 VSM
 Notes:A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1. * - (a twig struck by lightning)
Wand of Magic Missiles, Dagger, Dagger, Quarterstaff, Clothes Common, Spellbook, Vestments, Backpack, Robe, Holy Symbol, Oil, Parchment, Tinderbox, Book, Lamp, Ink Pen, Ink

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Common, Common Sign Language, Dwarvish, Common Sign Language

Languages & Proficiencies


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

Dungeon & Dragons Player's Handbook (2024)

Acid Splash

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Dexterity Save
Damage/Effect: 1d6 / Acid

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

At higher levels:

The damage increases by 1d6 when you reach levels 5 2d6 , 11 3d6 , and 17 4d6 .

Available for: Artificer, Sorcerer, Wizard

Dungeon & Dragons Player's Handbook (2024)

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Melee
Damage/Effect: 1d10 / Necrotic

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

At higher levels:

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 2d10 , 11 3d10 , and 17 4d10 .

Available for: Sorcerer, Warlock, Wizard, Illrigger

Dungeons & Dragons Player's Handbook (2024)

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Ranged
Damage/Effect: 1d10 / Fire

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

At higher levels:

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 2d10 , 11 3d10 , and 17 4d10

Available for: Artificer, Sorcerer, Wizard, Illrigger

Level 1 Spells

Dungeons & Dragons Player's Handbook (2024)

Ice Knife

1-level Conjuration

Casting Time: 1 Action
Range/Area: 60ft
Components: Somatic, Material
Materials: a drop of water or piece of ice
Duration: Instantaneous
Attack/Save: Ranged Spell Attack
Damage/Effect: 1d6 / Piercing

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On hit, the target takes 1d10 Piercing damage. Hit or miss, the shard explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold Damage.

At higher levels:

Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Available for: Druid, Sorcerer, Wizard

Dungeon & Dragons Player's Handbook (2024)

Burning Hands

1-level Evocation

Casting Time: 1 Action
Range/Area: Self (15 ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
Damage/Effect: 3d6 / Fire

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren’t being worn or carried start burning.

At higher levels:

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Available for: Sorcerer, Wizard

Dungeons & Dragons Player's Handbook (2024)

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 ft / 5 ft
Components: Verbal, Somatic, Material
Materials: (a pinch of sand or rose petals)
Duration: 1 minute
Attack/Save: Wisdom Save
Damage/Effect: Incapacitated (...)

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Available for: Bard, Sorcerer, Wizard

Dungeons & Dragons Player's Handbook (2024)

Witch Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic, Material
Materials: (a twig struck by lightning)
Duration: 1 Minute
Attack/Save: Ranged
Damage/Effect: 2d12 / Lightning (...)

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.

The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.

At higher levels:

Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1

Available for: Sorcerer, Warlock, Wizard

Dungeons & Dragons Player's Handbook (2024)

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: (a pearl worth 100+ GP)
Duration: Instantaneous
Attack/Save: None
Damage/Effect: Detection

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Available for: Artificer, Bard, Wizard

Dungeon & Dragons Player's Handbook (2024)

Magic Missle

1-level Evocation

Casting Time: 1 Action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: None
Damage/Effect: 1d4+1 / Force

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4+1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Available for: Sorcerer, Wizard

Dungeon & Dragons Player's Handbook (2024)

Chromatic Orb

1-level Evocation

Casting Time: 1 Action
Range/Area: 90 ft
Components: Verbal, Somatic
Materials: (a diamond worth 50+ GP)
Duration: Instantaneous
Attack/Save: Ranged
Damage/Effect: 3d8 / Caster Chooses

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.

At higher levels:

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Available for: Sorcerer, Wizard

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Syllina Rho.

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