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Dante

4 Level (0/6500 XP for level-up) Haunted one Background Kitsune (Void) Race / Species / Heritage CG Alignment
Wizard (demonology)
Level 4
Hit Dice: 4/4
1d6+2 Class 1

STR
10
+0
DEX
15
+2
CON
15
+2
INT
17
+3
WIS
15
+2
CHA
13
+1
25
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
40ft
Speed (walk/run/fly)
12
Passive Perception
See Features & Traits /
Shape Shift.
See Features & Traits /
Fox Fire
See Features & Traits /
As Above, So Below
See Features & Traits /
Summoning Circle
/
120 ft. Darkvision
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+1 Deception CHA
+3 History INT
+2 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
True form +2 DEX 1D6+Dex+2 Slashing
Quarter staff +2 DEX 1d6-1d8+2 Bludgeoning
 (versatile 1d6 or 1d8 blud. dmg.)
Attacks

Spell Book

You have the innate ability to shape shift. While not in fox form, you may cast a simple illusion on yourself to hide your true form.

You have 3 forms- Fox, True, and illusion. You may choose a base race for your illusion. The chosen race for the illusion may not be changed.

While In Fox form you gain a +2 bonus to stealth and perception. Your movement speed is doubled, your armor class becomes 8, and you gain a burrow speed equal to half of your movement speed. As an action, you may shift to and from this form.

While in True form you may make an unarmed attack with your claws as a bonus action. 1d6 + your dexterity modifier slashing damage.

Your Illusion form is a race of your choice. The DC to see through your illusion is 10 + your Wisdom modifier + your proficiency bonus. A perception check against your save DC for this reveals your True form to the creature. A dispel magic spell gets rid of the illusion altogether.
__________________________________________________________________________________________________________________________________________
Fox Fire


You have innate spellcasting. You may cast these spells without expending a spell slot once per long rest. You learn the following spells:

Level - Spell
1st - Chaos Bolt
3rd - Misty Step
5th - Fear

Charisma is your spellcasting modifier for these spells.

Spell save DC: 8 + your proficiency bonus + your charisma modifier

____________________________________________________________________________________________________________________________________

School of Demonology

Demonologists are a much more rare school of magic that wizards tend to stay away from. Those that study this school often skirt the line of making a pact and losing themselves. Demonology is not a forbidden school to study by any means, but it isn't formally taught either.

Any that choose to study this school of magic has a near unquenchable curiosity. They often find themselves summoning other beings just to study the thing itself. The most terrifying part is the potential of studying too long and falling asleep. Falling asleep means losing concentration... and control.
_____________________________________________________________________________________________________________________________________
As Above, So Below

At 2nd level, your studies gain focus. You have advantage whenever you make an ability or skill check that concerns demons, devils, celestials and gods. Additionally, You may choose between heaven or hell. Your choice grants you the following benefits:

Heaven:
• Any time you add an ability modifier to damage you deal, it is considered radiant damage rather than the original source of damage.
• You may only summon celestial beings or beings from the astral plane.
• You can read, speak and write celestial.

Hell:
• Any time you add an ability modifier to damage you deal, it is considered necrotic damage rather than the original source of damage.
• You may only summon demonic beings or beings from the hell plane.
• You can read, speak and write your choice of abyssal or infernal.

____________________________________________________________________________________________________________________________________
Summoning Circle

You may copy any summoning spell into your spellbook even if you normally do not have access to that spell.

Additionally, spells you copy into your spellbook that coincide with your heaven or hell focus take half the time and cost.

Speak to your DM on which spells would qualify.


When you cast a summoning spell, you may choose to fall unconscious and send your consciousness into the summoned creature. You retain your ability scores and normal abilities while in this form. When the creature is dropped to 0 hit points, you return to your body and remain unconscious until the end of your next turn. If your original body is killed before your consciousness returns, you remain in the form of the summoned creature. You maintain your ability scores, but your racial features change to that of the new form.

Features & Traits
Component pouch
Quarter Staff (versatile 1d6 or 1d8 blud. dmg.)
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope
A spellbook
Hell pendant- Hellish defense- While wearing this pendadnt you gain a +1 bonus to AC and saving throws. When you are hit with a weapon attack the attacker must make a wisdon saving throw against your spell save dc or become frightened until the end of its next turn. Spite- once per long rest, you may use any amount of your hit dice to increase your spell save dc. Roll the amount of hit dice you choose. You loose hp equal to half the number rolled, and you increase your spell save dc by 1 for each hit dice rolled.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Qa'Root (Primordial race)
Common
Sylvan
Weapons:Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Languages & Proficiencies
I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. (Haunted one)

Personality Traits
I try to help those in need, no matter what the personal cost. (Haunted one)

Ideals
There’s evil in me, I can feel it. It must never be set free. (Haunted one)

Bonds
I talk to spirits that no one else can see. (Haunted one)

Flaws
FIRST ROLLED STATS 15-15-15-13-10-15
The Kitsune are the children of Swyrsune. As she molded them, she took all of the Chaos & Order energy she could muster and placed it into the child. This child exploded into 13 pieces, each attuned to its own element. These were the first mortal children and descendants of any Primordial.

Their natural form is bipedal with several fox-like features and multiple tails. They have no tail until they reach 100 years of age, and then grow a new tail every 100 years after that. At 900 they are fully mature with 9 tails and are considered a young adult. When they reach 1000 years old, they are considered fully mature and adults.

Their growth stages are:
1-4 tails: child
5-8 tails: adolescent
9 tails: adult

Over the years, Shrike taught them illusion magic to begin to blend in with the civilizations growing in the world. The Kitsune preferred to stay as hidden as possible and enjoy trickery and mischief.

Notes


™ & © 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

Player's Handbook p256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Minute

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

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

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

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: 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 p260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30ft (5ft cube)
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: a short piece of copper wire, or focus
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 1 Spells

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

SRD

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: VSM
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

SRD

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A piece of cured leather, or focus
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Chaos Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Available for: Sorcerer

Level 2 Spells

PHB page 260

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Attack/Save: n/a
Damage/Effect: n/a
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: VSM
Materials: A white feather or the heart of a hen), or focus
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available for: Bard, Sorcerer, Warlock, Wizard

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