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Aurora Lovegood (Mac)

1 Level (0/300 XP for level-up) Pureblood Background Human Ravenclaw Race / Species / Heritage Alignment
Intelligence Caster
Level 1
Hit Dice: 1/1
1d8+0 Class 1

STR
9
-1
DEX
14
+2
CON
10
+0
INT
14
+2
WIS
16
+3
CHA
12
+1
8
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
20/40/0
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Points
2 / 2
Plot Points
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+0 Constitution
+4 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
-97 Animal Handling WIS
-98 Arcana INT
-1 Athletics STR
+1 Deception CHA
-98 History INT
+3 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
+7 Magical Creatures WIS
+2 Potion Making INT
+2 Herbology INT
+2 Muggle Studies INT
+2 Magical Theory INT
skills
+3 Medicine WIS
-98 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-98 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +1 STR 1d4-1 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Caretaker

Magizoology Subclass, Level 1

Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.




Occlumency Training

You have developed the presence of mind to resist a mental invasion. When targeted by legilimens, you make a Wisdom saving throw to resist its initial effects, and you have advantage on the Intelligence contests. If you fail your initial saving throw, you are immediately aware that the spell is targeting you. If you succeed on a saving throw or contest, you can let the spell continue and reveal false information, false emotions, or false memories of your choosing.
Veritaserum will not work on you, unless you allow it.
 


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
English,

Languages & Proficiencies
Player Character: Aurora Lovegood is kind of a wild child but only in the way that she would rather play with dragons than puppies. She has a pet that her parents allowed her to keep, it's a baby

House: She lives in a castle called Everspring Refuge. The castle is on top of the waterfall to the west of the village of River Wood. It is on an island before the waterfall and is a refuge for many magical crossbreads and dragons species. It is also one of the largest animal magical creature hospitals on the continent.

Bedroom: It's very fantacy like with part of the water from the water fall flowing through her bedroom. Her bed frame is a living tree with a mattress of such soft material it's like water. Marble and stone walls and floor.

Parents: Father Alden works for the ministry of magic in the department of magical animal control and expirementation breeding. Her mother works as an auror for the ministry of magic.

Siblings:

Friends:

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
















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Test Table


™ & © 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

Intellect

hit dice: 1d8 per Intellect level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Intellect level after 1st
armor proficiencies:
weapon proficiencies:
tools:
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Herbology, Insight, Investigation, Magical Creatures, Magical Theory, Medicine, Muggle Studies and Survival
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:
Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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:
Ritual Casting Your ability to recall information allows you to freely cast spells, as long as you have enough time to stop and focus. At 1st level, you can cast a spell as a ritual if that spell has the ritual tag and you know the spell. A ritual version of a spell takes only 1 minute longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.     Font of Magic, Metamagic, and Ability   Score Improvements Unless differences are shown in the Intellect Progression table, an Intellect caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer. Diverse Studies At 3rd level, you gain both level 1 features of your chosen School of Magic. Apparition Lessons When you reach 9th level, you gain the Apparition ability. Arcane Recovery When you reach 20th level, you have learned to regain some of your magical energy by studying in your free time. Whenever you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 10, and none of the slots can be 6th level or higher.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23--Font of Focus, School of Magic
2nd+231Metamagic
3rd+231Metamagic, Spell Deflection

Magizoology

Magizoologists study magical creatures. As they work with many different creatures, the Department for the Regulation and Control of Magical Creatures at the Ministry of Magic created a classification of every known beast, being and spirit, ranging from X to XXXXX. Whether harmless or an untameable wizard-killer, magizoologists record the unique traits of beasts for wizardkind’s safety.   Dragon-Keepers Dragon-keepers call the dragon reserve home, caring for the most famous XXXXX classified creature among wizards and Muggles alike. Spending day after day with them, dragonkeepers often learn to see through the eyes of their ward and empathize with the plight of many magical beasts. They seek to understand dragons for the benefit of all.   Monster Hunters Alternatively, some take a confrontational style of protection. When a wizarding village is plagued by a growing community of trolls, or they suspect a vampire is the cause of their dead livestock, they turn to a monster hunter. Dark creatures blur into the magical being category, so a monster hunter must deal with intelligent demi-humans just as well as corral a stray beast. It is up to the monster hunter to approach a situation wand blazing or seeking a peaceful resolution.
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:
Subclass Features   Biological Studies
At 1st level, you gain one of the following features.
Caretaker. Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.
Folio Bruti. You have your own personal notebook of beasts where you record your findings. Whenever you add Magical Creatures proficiency to an Ability check, add your Intelligence modifier as a bonus as well.
  Way of the Wild
At 6th level, you gain one of the following features.
Wizard's Best Friend. Your care and compassion towards creatures earns you their trust and respect. You can have a beast companion (see Your Beast Companion below).
Prepared Ambush. In learning to combat dangerous targets, you know how to place a magical trap, waiting to be sprung. When you cast a spell that targets a single creature or area using a spell slot of 1st level or higher, you can weave that spell into your surroundings, having no immediate effect. The spell is cast when it is triggered by something, which you decide at the time of setting the trap, such as entering an area, getting within a certain distance, or manipulating an object. You can also set conditions for creatures that don't trigger the spell, such as specific people or those who say a certain password.
Using this ability expends a spell slot two levels higher than the intended spell. For example, to set a 1st level spell as a magical trap, you must expend a 3rd level spell slot. If the spell requires a target, the spell can only target one triggering creature, or if it affects an area, the spell's area of effect is centered on the triggering creature. If the spell conjures hostile creatures, they appear as close as possible to the triggering creature and attack. If the spell requires concentration, it lasts its full duration. A trap can be detected by a successful Intelligence (Investigation) check against your spell save DC, or by casting specialis revelio.
  Outdoorswizard
At 10th level, you gain one of the following features.
Survivalist. You are particularly adept at traveling through and surviving in natural environments. You gain proficiency in either Herbology or Survival. Between Herbology and Survival, choose one that you're proficient in; your proficiency bonus is doubled when you make any check using that chosen skill. Also, you and your group gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can't be surprised while resting, as long as you are keeping watch. If a hit die roll is lower than their proficiency bonus, your group can reroll it once and take the higher result.
Monster Hunting. You have vast experience studying, tracking, and hunting creatures, allowing you to quickly adapt to threats. If you spend 10 minutes studying a beast or dark being's tracks, you automatically learn what the creature is, its size, and its speed. If you choose, that creature becomes and remains Hunted until you use this feature again. You have advantage on Wisdom checks to track a Hunted creature and on Intelligence checks to recall information about them. While you're within 30 feet of a Hunted creature that you're actively tracking, you can sense its direction relative to you and distance in feet away from you.
  Genus Genius
At 14th level, you gain one of the following features.
Beast Whisperer. You've learned the body language and social rituals of many beasts. As an action, you can use a Wisdom (Magical Creatures) check to attempt to soothe and calm a hostile beast. On success, the beast believes you mean it no harm and is neutral to the party. The effect is canceled if you or a party member inflicts any damage or condition on that beast or any identical beasts. You cannot use this feature again until you complete a short or long rest.
Exploited Vulnerabilities. You know exactly how to hit where it hurts. As a bonus action, you can call out an enemy's weaknesses to your allies. The target takes an additional 2d8 damage from your allies' amaging spells until the start of your next turn. You have a number of uses equal to your Intelligence modifier, and uses are restored after a long rest.
  Sixth Sense
At 18th level, you gain one of the following features.
Draconic Empathy. Wizard's Best Friend required. Your dedication as a dragon-keeper allows you to deeply understand dragons. If you've ever raised a dragon from an egg, it will view you as an ally and can serve as your beast companion. Tamed dragons have their own hit points, hit dice, and ability scores, and use natural attack actions.

Caretaker

Magizoology Subclass, Level 1

Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.

First Year Potions

Antidote of Common Poisons

Potion

Common

When you drink this potion, simple poisons in your system are neutralized and you gain advantage on saving throws against poison for 1 hour. If you took poison damage in the previous minute, you regain half of your hit points lost to poison damage, up to a maximum of 15 hit points. Antidote to: Baneberry Poison, Doxycide, Garrotting Gas, Moonseed Poison

1 bundle of galanthus nivalis
1 cluster of mistletoe berries
1 flask of honeywater
1 vial of billywig stings


Weight: .5 lb

Statblocks for your familiars, mounts etc.

Pet Shasta (Dire Wolf Dragon Pup) CR: 1/2

Medium to Tiny dire wolf, dragon,
Armor Class: 14
Hit Points: 12
Speed: 30 ft , fly: 30 ft , burrow: 5 ft , swim: 10 ft , climb: 15 ft , can hover

STR

14 +2

DEX

16 +3

CON

15 +2

INT

7 -2

WIS

14 +2

CHA

8 -1

Skills: Perception +4, Stealth +5
Damage Immunities: Cold
Senses: Darkvision 60 ft., Keen Hearing and Smell
Languages: Draconic
Challenge Rating: 1/2
Proficiency Bonus: +2

Pack Tactics: The Dire Wolf Dragon Pup has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.   Keen Senses: The pup has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Flight: The pup can fly 30 feet per round.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.   Cold Breath (Recharge 1d4 per day): The pup exhales icy cold breath in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Uncontroled Size. Shasta is tiny but if he becomes too excited, fearful or senses high danger for the ones in his "pack" then the spell holding him to a tiny height will temporarily break until he is calm again.

The Dire Wolf Dragon Pup is an awe-inspiring creature blending the most formidable traits of both wolves and dragons. Standing at a modest height, its powerful frame is covered in a thick layer of icy scales that shimmer with a subtle iridescence, giving it an almost ethereal presence. Its eyes, deep and penetrating, reflect a wisdom beyond its youthful appearance, hinting at the magical lineage it carries. With sleek, muscular limbs ending in sharp claws, the pup is built for both speed and strength. Its formidable bite is a testament to its dire wolf heritage, while its wings, though not yet fully grown, allow it to glide gracefully through the air. When threatened, it can unleash a chilling breath of frost, capable of freezing its foes in their tracks.   The Dire Wolf Dragon Pup is known for its keen senses. It possesses an acute sense of hearing and smell, inherited from its wolf ancestors, making it an exceptional tracker and guardian. Despite its fierce appearance, this pup is fiercely loyal to those who earn its trust and can be an invaluable companion in any adventure.   With its unique blend of power, grace, and mystical abilities, the Dire Wolf Dragon Pup is a creature that inspires both awe and respect in those fortunate enough to encounter it.

Statblocks for race/species of the character.

Ravenclaw

ability score increase: Your Intelligence score, Wisdom score, and one other ability score of choice increase by 1.
age:
Size: Medium
speed: 20ft
Languages:
race features:
Whenever you make an Intelligence or Wisdom ability check that lets you add your proficiencybonus, you can treat a d20 roll of 5 or lower as a 6.   Rowena's Library. You can easily research a desired topic through enlisting your housemates' help and browsing books exclusively found in the Ravenclaw common room.
Ravenclaws prize wit, learning, and wisdom. It's an ethos etched into founder Rowena Ravenclaw's diadem: 'wit beyond measure is man's greatest treasure.' Despite the house's reputation for eccentricity and reclusiveness, Ravenclaws tend to make their mark on the world. Ravenclaw's house colors are blue and bronze   A Systematic Mind Ravenclaws construct systems to test their decisions against before they feel comfortable calling something right. Their systems give them a way to frame the world and a confidence in their ability to interact with it. Ravenclaws do not lack intuition, but often distrust gut instinct. Although they go about it differently, a Ravenclaw can be just as morally motivated as a Gryffindor.   Contingency Planners Ravenclaws plan. They collect information, they strategize. They have tools. They run hypotheticals and try to plan ahead for things that might come up. They build things (of varying degrees of actual usefulness) that they can use later, whether that’s an emergency supply pack or vast knowledge in a niche topic. They feel less at home in improvisation and more comfortable taking the time to be prepared.

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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