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Leia O'Mally (Bet)

1 Level (0/300 XP for level-up) Pureblood Background Human - Ravenclaw Race / Species / Heritage Alignment
Willpower Caster
Level 1
Hit Dice: 1/1
1d10+1 Class 1

STR
9
-1
DEX
14
+2
CON
13
+1
INT
11
+0
WIS
13
+1
CHA
15
+2
11
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Points
2 / 2
Plot Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+2 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
+1 Magical Creatures WIS
+0 Potion Making INT
+1 Herbology INT
+0 Muggle Studies INT
+0 Magical Theory INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +1 STR 1d4-1 Bludgeoning
Attacks

Spell Book

Aerial Combatant

You're able to keep yourself oriented and lead your targets while flying a broomstick.
You gain the following benefits. You gain tool proficiency in Vehicles (Broomstick). You no longer suffer disadvantage on attack rolls due to flying.


Features & Traits

Cherry-Pheonix-9.5

Cherry: 
Phoenix Feather: Competition. The struggle to win and survive drives greatness.
9.5": I will be incredible at my chosen pursuits, the greatest that ever lived.
Very Pliant: I too often hear veiled insults and threats in innocent words, and I'm quick to anger.


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Player Character:  Fun, tough, rough, responsible. I try to be compasionate, but sometimes I say, "Whatev's, they had it coming."

House:  It used to be a mansion before my family owned it. But about a third of it was destoryed by a gang of Giants and was never rebuild. My family bought it and my mother added a working lab onto the destroyed bit. So it's a mix of moody mansion and copper candy factory.

Bedroom:  Blue and white walls, legos and quidditch decor

Parents:My mother is a creative genius, inventing magical candies like Fizzing Wizbees and expolding bonbons
My father is a great business man who turned the small candy shop my mother started into a wizarding world sensation!

Siblings:  I have two sisters, Molly is in griffindor, Molly is older than me by five years, Katie is younger than me by two years

Friends: Most of my friends live in different parts of Ireland. I don't have close friendships at this stage of life. Probably my best friend is Nora from Londonderry Derry. We hang out in the bookstore and chat mostly.  Aroura and I sat next to eachother at a Wimbourne Wasps vs. Holyhead Harpies game and chatted during the game. We found out that both of us are going to Hogwarts, so we decided to be pelpals so we'd have a friend going into school. No known connection to any other players.

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

Willpower

hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + Constitution Modifier
armor proficiencies: -
weapon proficiencies: -
tools: -
saving throws: Constitution, Charisma
skills: Choose two from Athletics, Deception, Intimidation, Magical Theory, Persuasion, Sleight of Hand 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:
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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. 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:
Sorcerous Resilience The accidental magic in your early childhood never stopped protecting you. Your AC equals 13 + your Dexterity modifier.   Font of Magic, Metamagic, and Ability Score Improvement Unless differences are shown in the Willpower class table, a Willpower caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.   Metamagic: Fierce Spell At 3rd level, when you cast a spell, you can spend 2 sorcery points to cast that spell as if it were cast using a spell slot one level higher than its original level, or 4 sorcery points to cast that spell two levels higher. The spell's higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.   Metamagic: Resistant Spell At 3rd level, when you cast a spell, you can spend 1 sorcery point per increased level to make your spell be treated by spell deflection, finite incantatem, or reparifors as if your spell was cast using a spell slot higher than its original level, making your spell more resistant. The spell's higher level cannot exceed your highest available level of spell slots. This does not count against your number of Metamagic options.   Apparition Lessons When you reach 9th level, you gain the Apparition ability.   Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two of your known 3rd-level spells as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23—Sorcerous Resilience, School of Magic
2nd+231Font of Magic
3rd+242Metamagic, Fierce Spell, Resistanct Spell
4th+242Ability Score Improvement

Jinxes, Hexes, and Curses

Formally referred to as Dark charms, jinxes, hexes and curses are often associated with the Dark Arts because they inflict malicious effects on the target. While jinxes are mostly irritating and hexes are a little worse or more painful, curses are the worst kind of Dark magic. All three Unforgivables are classified as curses, and the average civilian wizard could go their whole life without casting a serious curse.
  Aurors
Curses are mainstays in the arsenals of Aurors, highly-trained specialist officers tasked with upholding the law and protecting their magical communities from large-scale threats. To be successful, an Auror must be capable across a variety of skills, like curses, counter-spells, transfiguration, poisons, antidotes, concealment, disguise, and tracking.
  Curse-Breakers
On the other end of the spectrum, a curse-breaker removes, counters or breaks curses placed on objects or places for a living. Whilst curse-breakers could work for the Ministry of Magic, the term is also used to denote a number of adventurous bankers employed by Gringotts Wizarding Bank, tasked with disabling and countering curses in ancient tombs or historical sites to bring back gold and treasure.
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:
Practical Studies
At 1st level, you gain one of the following features.
Auror Training. You've already started practicing the required skills to become an Auror. You learn one common potion recipe and gain proficiency in two of the following: Investigation, Potion-Making, Stealth, Survival. Curse-Breaking. Your curiosity in taking apart spells and enchantments has found an outlet. Gain a set of Curse breakers' Tools and gain proficiency in Curse-breakers' Tools.
    Combat-Ready
At 6th level, you gain one of the following features.
Forceful Magic. You cast every spell as if it were life-or death. When you cast a spell that deals damage, add 1d6 to one damage roll.
Magical Adrenaline. Your magic invigorates you in times of dire need. As a bonus action, you can spend one hit die to recover hit points as you normally would after a short rest, equal to hit die + Constitution modifier. You have a number of uses equal to your proficiency bonus, and all uses are restored after a long rest.
  Specialized Skills At 10th level, you gain one of the following features. Dark Traces. You've learned the patterns and styles of Dark magic. You have advantage on any Investigation, Insight, or Perception roll that is involved with detecting Dark magic or a Dark wizard. Ward-Breaker. Curse-Breaking required. It is impossible for anyone to magically detect the act of you successfully breaking a curse, removing an enchantment, or taking down a ward. If someone sees you curse-breaking or is actively looking for the removed magic, they will notice the magic's absence. If a spell is designed to notify the caster in some way, it no longer works and the caster will not be notified. Cursemaster At 14th level, you gain one of the following features. Dark Duelist. Your experience fighting Dark wizards has taught you how to use their own techniques against them. You have advantage on any saving throws made against Dark spells, and any Dark spells you cast are automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have. Defensive Arts. You've learned how to block the most dangerous of spells. Defensive spells are automatically cast two levels higher than the consumed spell slot, not exceeding the highest available level of spell slots you have. Legendary At 18th level, you gain one of the following features. Auror Alert. As a prominent combatant of Dark magic, you have connections in the Department of Magical Law Enforcement. You can call in a two-man auror team to apparate in on your location. You can’t use this feature again until you finish a long rest. Unravelling Magic. Automatically succeed whenever casting finite incantatem. Fractured Soul. Your pursuit of Dark magic has uncovered the writings of Herpo the Foul. You can create a Horcrux by performing the Horcrux Ritual, committing murder, and selecting a target to become the Horcrux. Only one Horcux may exist at one time.

Statblocks for your familiars, mounts etc.

Pet Owl (Ptolemy)

Tiny bird,
Armor Class: 11
Hit Points: 1hp (1d4-1)
Speed: 5 ft. , fly: 60 ft.

STR

3 -4

DEX

13 +1

CON

8 -1

INT

4 -3

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +3
Senses: Darkvision 120 Ft., passive Perception 13

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Magical Post. When given a note, letter, or package, the owl will magically know the location of the recipient and fly to deliver the letter.

The old British superstition that it is unlucky to see owls flying by daylight is readily explained, for when wizards break cover to send messages by day, something dramatic must be afoot in the magical world. As a (mostly) nocturnal bird of prey, the owl is inevitably seen as sinister by Muggles, but they are faithful servants and the most common method used by wizardkind across the world for magical communication. The advantages of owls as messengers are those very qualities that make them suspicious to Muggles: they operate in the darkness; they have exceptionally well-developed night vision; and are agile and stealthy. Whether because they possess an innate magic or their ancestors have been trained for it, owls learn very quickly and thrive on tracing the witch or wizard for whom their letters are intended. Trained owls are expensive, and it is quite usual for a wizarding family to share a single owl, or else only use Postal owls. However, when a witch or wizard has their own personal owl, they can enjoy the convenience of sending anyone a letter or package for free.

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

Statblocks for your Trinkets, businesses, building, castles, empires.


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Laiouin.

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