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Faelan Starshade

4 Level (0/6500 XP for level-up) Noble Background High Elf Race / Species / Heritage Neutral Good Alignment
Artificer, Alchemist
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
8
-1
DEX
15
+2
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
10
+0
38
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+1 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+1 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d4+2 piercing
 Finesse, light, thrown (range 20/60)
Handaxe -1 STR 1d6-1 slashing
 Light, thrown (range 20/60)
Sling +2 DEX 1d4+2 bludgeoning
 Ammunition (range 30/120)
Attacks

Spell Book

Race features:
Languages: Common and Elven
Ability Score Increase: Dex +2, Int +1
Darkvision: Range, 60ft
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: You don't have to sleep, you can instead meditate for 4 hours to gain the benefits of 8 hours for a human.
Keen Senses: Proficiency in Perception

Cantrip: You know one cantrip of your choice from the wizard spell list (Ray of Frost). Intelligence is your modifier for this cantrip.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow and longbow
Extra Language: Draconic


Background features:

Retainers (Variant): You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Class features:

Magical Tinkering: You learn how to spark magic into mundane objects. Using artisan's or thieves' tools, you can give a tiny nonmagical item a magical effect. This property lasts indefinitely until dismissed, a new property is bestowed upon it, or you exceed the limit of maximum number of items imbued. This limit is equal to your intelligence modifier (3).

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.


Tools Required: You can use tools you are proficient with as your spellcasting focus. You can also use any items bearing your infusions as a spellcasting focus.
Infuse item: You can infuse mundane items with infusions to turn them into magic items. You know 4 infusions when you gain this feature. Whenever you finish a long rest, you can apply one of your known infusions, if this infusion requires attunement, you can attune to it instantly or you can follow the normal attunement procedures later on. You can infuse multiple items during the same long rest up to your maximum number of infusions. Each item can only gain one infusion at a time, and when you exceed the limit of infusions, the oldest infusion ends and the new infusion is applied. If an infusion ends on an item that contains other items, such as a bag of holding, the items will appear harmlessly in the space around the item.
The Right Tool For The Job: You can magically create a set of artisan's tools within 5 feet of you using artisan's tools or thieves' tools. This creation process takes an hour and the tools last until you use this feature again.

Alchemist Spells: You gain certain spells from specialising as an alchemist, these spells don't count towards your prepared spells: Healing Word, Ray of Sickness
Experimental Elixir: When you finish a long rest, you can create an Experimental Elixir in an empty flask you touch. You can create additional elixirs by expending a spell slot of level 1 or higher. These elixirs last until drunk, or the end of your next long rest. These effects are:

  1. Healing: The drinker regains 2d4+3 (Intelligence modifier) hit points

  2. Swiftness: The drinker's walking speed increases by 10 feet for 1 hour.

  3. Resilience: The drinker gains +1 to their AC for 10 minutes.

  4. Boldness: The drinker can add a d4 to all attack rolls and saving throws made within the next minute

  5. Flight: The drinker gains a 10ft flying speed for 10 minutes.

  6. Transformation: The drinker is transformed as if Alter Self is cast upon them, they pick the transformation caused by this spell. The effect lasts for 10 minutes.



Feats:
Rune Shaper: You’ve studied the magic of Giant runes, granting you the following benefits.
Comprehend Languages: You learn the Comprehend Languages spell. You can cast this spell once per long rest, or by using a spell slot.
Rune Magic:  You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.
Known Runes:

  1. King: Command.



Features & Traits
Weapons: Dagger, handaxe, sling
Armor: Studder leather armor
Tools: Alchemist supplies
Miscellanious: Dungeoneer's pack (A backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope), a set of fine clothes, a signet ring, a scroll of pedigree

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, longsword, shortsword, shortbow, longbow
Tools: Thieves' tools, tinker's tools, alchemist supplies, brewer supplies, playing card set

Languages
Common, Elven, Draconic

Languages & Proficiencies
Faelan is eager to prove herself and slightly insecure. She gets stressed during combat and often barely seems to hold herself together.
She is eager to learn about magic in the mundane in the hopes to find a way to cast without items.

Personality Traits
I will learn all I can about how magic works!

Ideals
I will prove myself to my family, they will see me as a great magic wielder!

Bonds
I am irritated by those who use magic as a disposable party trick.
I am not used to combat and I barely hold myself together during combat.

Flaws
Known Infusion:

  1. Enhanced Defense: You infuse the armor or shield and add +1 to its AC.

  2. Repeating Shot: This magic weapon gains +1 bonus to attack and damage rolls and it ignores the loading property if it has one. If the weapon has no ammo, it creates its own magical ammo which disappears after use. Requires attunement.

  3. Replicate Magic Item: Alchemy Jug, Bag of Holding



Notes


™ & © 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.

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Level 0 Spells

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: Wizards

Elemental Evil Player's Companion

Magic Stone

0-level (Cantrip) Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Bonus Action
Range/Area: Touch
Components: V, S
Duration: 1 Minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.
At higher levels: At 5th Level. You can cast this spell on one to five tiny, nonmagical objects that fit in your palm and weigh less than 1 pound each. For example, you can enchant a few playing cards, some coins, or a needle, but not a vial filled with a magical potion or an enchanted amulet.
At 11th Level. When you hit a target with an imbued object, you can make it ricochet and fly at a separate target of your choice within 10 feet of the original target. If you do so, make another ranged spell attack with disadvantage. On a hit, the additional target takes the spell's normal damage. A single creature or object can only be hit once by the same object.
At 17th Level. You can cast this spell on one to ten objects and make them harmlessly float a few inches out from you in a circle. You can quickly draw floating objects to your hand as a part of the ranged attack. If an object is removed from the circle against your will, the spell immediately ends for that object.
Available for: Druid, Warlock

Level 1 Spells

Xanathar's Guide to Everyting

Catapult

1-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous
Attack/Save: DEX
Choose an object within range that weighs less than 5 pounds. You propel the object 90 feet in a direction of your choice with magical force. If something is in the way of the object, it stops the object. If a creature is in the way of the object, it must make a Dexterity saving throw to dodge the object or take 3d8 bludgeoning damage and stop the object.
At higher levels: The maximum weight increases 5 pounds and the impact damage increases by 1d8 for each spell level above 1st.
Available for: Artificer, Sorcerer, Wizard

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: prone

Slick grease covers the ground in a 10 foot square centred 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: Wizards

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
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.

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: 60ft
Components: V, M
Materials: tbd
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.

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