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Graham Goldstein (JT)

1 Level (0/300 XP for level-up) Muggle Born - Potioneer Background Human Gryffindor Race / Species / Heritage Alignment
Technique Caster
Level 1
Hit Dice: 1/1
1d6+1 Class 1

STR
8
-1
DEX
14
+2
CON
13
+1
INT
15
+2
WIS
14
+2
CHA
11
+0
9
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
20/40/0
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Poimts
2 / 2
Plot Points
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+4 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
-98 Animal Handling WIS
-98 Arcana INT
-1 Athletics STR
+0 Deception CHA
-98 History INT
+2 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+4 Magical Creatures WIS
+6 Potion Making INT
+7 Herbology INT
+6 Muggle Studies INT
+2 Magical Theory INT
skills
+2 Medicine WIS
-98 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-98 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +1 STR 1d4-1 Bludgeoning
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
For Fun: read his favorite books from his book box which has : The history of magic by Bathilda Bagshot, 1000 magical herbs and Fungi by Phyllida Spore, A Beginner's Guide to Transfiguration by Emeric Switch, and Magical Drafts and Potions by Arsenius Jigger, and the Narnia Chronicles
The garden, Cleaning, and cooking sometimes.
Transfiguration ---> Potions/Alchemist
He left one of his favoite books outside then it rained so now he's overprotective of books and will read any book that he gets
his books in his book box and Jack and his friends
NA



Player Character: Graham Goldstein is a kind 11 year old boy that learned he had magical ability when he was in school defending friends from a bully and used magic to block a punch.  He's a funny kid that would rather read a book then play outside except for maybe Jack.  Muggle born.

House:  River Wood, House is near Dune Beach, 26 achors, light gray walls, dark blue roof, garden 4 achers big, studio house 1 bathroom, bedrooms down stairs, 2 stories tall

Bedroom: Normal bed small room because walls covered with book cases almost no toys

Parents: Mom blondie 4'6" , dad dishwater blonde 4'2", Mother job garden, Dad job Blacksmith

Siblings: Only child

Friends: Books, Jack Palwalker (1 year older) secretly a wizard, told Graham, gives first year books to prevent Graham from asking Jack to keep doing magic.  Jack also saved him in school when he was younger by using magic in a muggle school.  He is also friends with the towns kind but a little crazy old man who love to tell stories that Graham enjoys.  He also likes to spend time with his aunt and uncle who run the local boating port docks for the town.

Notes


Confusing Concoction

Potion

Common

First Year Potion   When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.

1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol


Weight: .5 lb




Forgetfulness Potion

Potion

Common

First Year Potion   When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.

1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water


Weight: .5 lb





Know Potions List


™ & © 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

Technique

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier
armor proficiencies: -
weapon proficiencies: -
tools:
saving throws:
skills:
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background: a wand, a student'spack, a winter cloak, and a magical pet of your choice.
spellcasting:
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters (22 slots at level 20). Additionally, when you gain a level in this class, you can choose two of the cantrips or spells you know and replace them with two new cantrips or spells, which also must be of a level for which you have spell slots.
class features:
Spell Deflection At 3rd level, when you are the target of a spell or included in the area of a spell, you can deflect the spell as a reaction. The spell must be on your list of known spells and you spend a number of sorcery points equal to twice that spell's level. Upon deflection, you automatically succeed on your saving throw against the spell and you can direct the spell's effect to a creature within 10 feet of you, if desired. If the spell does not have a saving throw, it has no effect on you. If a creature was also targeted by the spell or included in the area of the spell, you cannot redirect the spell to that creature   Font of Magic, Metamagic, and Ability Score Improvement Unless differences are shown in the Technique class table, a Technique caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.   Apparition Lessons When you reach 9th level, you gain the Apparition ability.   Sorcerous Restoration When you reach 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23--Font of Focus, School of Magic
2nd+231Metamagic
3rd+242Metamagic, Spell Deflection
4th+252Ability Score Improvement

Transfiguration

Transfiguration is a branch of magic that focuses on the alteration of the form or appearance of an object, via the manipulation of the object's molecular structure. Transfiguration is regarded as “very hard work” and is “more scientific” than any other form of magic, i.e. the practicing witch or wizard has to get it exactly right for the transfiguration to be successful.
  Animagi
The most legendary practitioner of transfiguration is an Animagus, a witch or wizard who can self-transfigure into an animal at will. It takes skill, practice, and patience for wizards and witches to become Animagi. The process is long and arduous, and has the potential to backfire and cause the transformation to go horribly wrong. As a result, there are very few Animagi, and the power they possess requires registration with the Ministry of Magic.
  Alchemists
A far less known application of transfiguration is Alchemy, the branch of magic and an ancient science concerned with the study of the structure, composition, and magical properties of the four basic elements (earth, air, fire, and water), as well as the transmutation of substances. Intimately connected with potion-making, chemistry and transfiguration, there are many who hold it to be the most difficult magic.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:
Scientific Studies
At 1st level, you gain one of the following features.
Anatomy Textbook. Your knowledge of the inner workings of a creature make your transfigurations easier. If a Transfiguration spell must be cast at a higher level to involve a living creature, you can involve a living creature and consume a spell slot one level lower than what's required.
Intuitive Conversion. Conceptualizing a transfiguration just comes easily to you. When you cast vera verto, it automatically affects targets one size larger than specified by the spell slot level.
  Transfiguration Prodigy
At 6th level, you gain one of the following features.
Animagus Transformation. You can use your action to magically assume the shape of your animagus form (see Your Animagus Form below). You can use this feature twice. You regain expended uses when you finish a short or long rest. Elementalist. Your study of Alchemy has given you  insights in the nature of elements. Any spell that involves only fire, water, earth, or air is automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
  Precise Control
At 10th level, you gain one of the following features.
Partial Transfiguration. Your understanding of magical theory has enabled you to compartmentalize your magic. Any transfiguration spell can be intentionally cast as a partial transfiguration, converting only the desired portion of the target. All the same capabilities and restrictions of casting those spells at higher levels apply.
Molding the Elements. You've learned to bend the elements to your will. Any spell that involves only fire, water, earth, or air can be cast in a different shape than the original spell intended. The new shape cannot exceed the approximate area or volume of the original spell.
  Magically Reinforced
At 14th level, you gain one of the following features.
Durable Constructs. You imbue your constructs of creatures with a more potent magic. Your transfigured or conjured living constructs gain additional hit points equal to your level and deal an additional 1d6 of damage. 
Fortified Structures. You've learned to make magical objects stronger than the real thing. Your transfigured or conjured objects have twice as many hit points before breaking, and can support three times as much weight as their mundane equivalents.
  Molecular Manipulator
At 18th level, you gain one of the following features.
Apex Predator. Animagus Transformation required. You've achieved complete mastery over the mystical art of animagus transformations. You can transform on your turn as a bonus action, instead of an action Additionally, you can select two additional creatures as your animagus shapes, and you can choose to keep these shapes hidden from the Ministry of Magic. You may also choose to use any of these animals as your corporeal patronus.
True Alchemist. Your lifelong study of Flamel's and Dumbledore's writings has finally come to fruition. You can create a Philosopher’s Stone, turning any metal into gold and producing the Elixir of Life. You cannot die of natural causes, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year. Only one Philosopher’s Stone may exist at one time.

Statblocks for your familiars, mounts etc.

Pet Goliath Tarantula (Logoft)

Tiny spider,
Armor Class: 12
Hit Points: 3 (1d4+1)
Speed: 20 ft. , climb: 20 ft.

STR

3 -4

DEX

14 +2

CON

12 +1

INT

2 -4

WIS

10 +0

CHA

2 -4

Skills: Stealth +4
Senses: Darkvision 30 ft., passive Perception 12

Spider Climb. The goliath tarantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the goliath tarantula knows the exact location of any other creature in contact with the same web. Web Walker. The goliath tarantula ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.

Statblocks for race/species of the character.

Gryffindor

With a lion as its crest, Gryffindor is the house which most values the virtues of determination, courage, and chivalry.  Some call these traits recklessness or "pointless heroics," but a Gryffindor is sure to take action. Gryffindor's house colors are red and gold.
ability score increase:
age:
Size: Medium
speed: 20ft
Languages:
race features:
Ability Score Increase. Your Constitution score, Charisma score, and one other ability score of choice increase by 1. Bravehearted. You have advantage on saving throws against being frightened from any source other than a Dementor. True Gryffindor. In times of dire need, the Sword of Gryffindor may present itself to you. Feat. You gain one feat of your choice.
Champions of Justice Gryffindors trust their moral intuitions and have a need and a drive to live by them. They feel what’s right in their gut, and that matters and guides them. It feels immoral to ignore that. However, just because they operate on what “feels right,” that doesn’t mean Gryffindors are all impetuous, emotional hellions. Gryffindors can still be intelligent and deliberate, weighing their decisions and moralities carefully.    Fighting Spirit Gryffindors charge. They meet the world head-on and challenge it to do its worst. Gryffindors are honest, brash, and bold in pursuit of things they care about. Known for their bravery, it is almost a moral matter to stay true to themselves in any situation.   Gryffindor Traits Through their camaraderie, Gryffindors bolster each other's confidence and endeavors.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

The Unlocking Charm

Alohomora

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Duration: Instantaneous
Choose a door or window that you can see within range, that uses mundane or magical means to prevent access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.    If you choose a target that is held shut with Colloportus, that spell is removed.   When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.
Available for: Wizard

The Airway Clearing Spell

Anapneo

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 30ft
Duration: Instantaneous
A being's airway is cleared and they are assisted in breathing. If used on a living being that has 0 hit points, the beingbecomes stable.

The Sticking Spell

Epoximise

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Duration: 1 hour
One non-magical object or magical construct of your choice that you can see within range and that fits within a 1-foot cube is vanished. Vanished objects have been described as being transfigured to go "into non-being, which is to say, everything." Vanishing is often seen as the magical inverse of conjuration.
At higher levels: When you cast this spell using a spell slot of 1st level or higher, the cube's size increases by 1 foot for each slot level above 0.
Available for: Wizard

The Wand-Lighting Charm

Lumos/Nox

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Duration: Until Dispelled
Upon muttering the incantation, the tip of your wand sheds bright light in a narrow 15-foot cone and dim light for an additional 15 feet, much like a flashlight. The light is a bright white with a slight bluish tint. Completely covering the tip of your wand with something opaque blocks the light. The spell ends if you dismiss it with the nox incantation, as a bonus action.
Available for: Wizard

The Flower-Conjuring Spell

Orchideous

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10ft
Duration: Instantaneous
You conjure a blooming flower, bouquet, or wreath in the desired location within range.
Available for: Wizard

Level 1 Spells

The Knockback Jinx

Flipendo

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Duration: Instantaneous
The spell feels like a very heavy blow, sharply throwing a creature from its standing position to the ground. Choose a being you can see within range to make a Strength saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, is knocked back a number of feet equal to five times your spellcasting ability modifier, and is knocked prone. On a successful save, the creature takes half as much damage, is knocked back 5 feet, and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the knockback on a failed save increases by 5 feet for each slot level above 1st.
Available for: Wizard

The Full Body-Bind Curse

Petrificus Totalus

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Duration: 1 minute
This spell makes a being's arms and legs snap together, and it will fall down, stiff as a board. Make a ranged spell attack against a being within range. On a hit, the target is knocked prone and paralyzed for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target a beast instead of a being.
Available for: Wizard

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