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Shay Weasley (Stor)

1 Level (0/300 XP for level-up) Pureblood Background Hufflepuff Race / Species / Heritage Alignment
Technique
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
8
-1
DEX
13
+1
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
10
+0
8
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
20/40/00
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Points
2 / 2
Plot Points
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
-97 Animal Handling WIS
-98 Arcana INT
-1 Athletics STR
+0 Deception CHA
-98 History INT
+3 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+5 Magical Creatures WIS
+4 Potion Making INT
+6 Herbology INT
+4 Muggle Studies INT
+2 Magical Theory INT
skills
+3 Medicine WIS
-98 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-98 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 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
Player Character: Shay Weasley was an early magical bloomer and knew early in life she was magical. She is a kind and funny person who love to enjoy life with her friends and family.

House: She lives in River Wood above the cliff face and up the river that feeds the waterfall. Before the castle

Bedroom: The floor is carpetted pink the bed has a veil around it.

Parents: Father works in the ministry of magic, mother is a stay at home mother

Siblings: She is an only child

Friends: May-may is her other magical friend who has blonde hair purple eyes they are both 11 this year. She also has anthoer magical friend named Aurora Lovegood (another player) who lives in a castle on the cliff near the town she lives in she is also 11.

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.

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Pet Ginger Cat (Rosey)

Tiny feline , unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

6 -2

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +4
Senses: passive Perception 13

Hunting Instincts. The cat can follow or patrol for aspecific target. When doing so, it has advantage on Dexterity (Stealth) checks. Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. .

Actions

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

Cats are the creatures most commonly associated with magic. We’ve all seen images of a witch sat on her broomstick accompanied by her black cat. It’s an association that goes back centuries. In the Salem Witch Trials of 1692, Tituba, one of the first to be accused of witchcraft, was said to have both a black and a red cat. Malleus Maleficarum, the bestknown treatise against witchcraft, mentions cats and their untrustworthy nature. As clever and independent creatures, maybe it’s not surprising that cats have been linked with witches and maligned by ignorant Muggles. Cats are believed to be the most intelligent companions for witches and wizards, and, depending on the breed (and amount of Kneazle heritage), can often be trained to perform complex tasks, as long as the owner has earned their loyalty.

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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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