Vatner Gunnarsson
Level 5 (0/14000 XP for level-up)
Background Sailor
Size Medium
Species Humen
Wizard
Subclass Bladesinger
Level 5
Hit dice 5/5
1d6+3

STR 12
+1
STR save: +1
DEX 18
+4
DEX save: +4
CON 16
+3
CON save: +3
INT 18
+4
INT save: +7
WIS 12
+1
WIS save: +4
CHA 9
-1
CHA save: -1

Initiative (DEX)
+4
Speed
30
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Hit Points
38 / 38
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+7
Ability
INT
Abi Mod
+4
Save DC
15
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Trident +1 STR 1d8+1 Piercing
  Properties: Thrown (Range 20/60), Versatile (1d10) Topple
Trident +4 INT 1d8 Piercing
  Properties: Thrown (Range 20/60), Versatile (1d10) Topple
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+7 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+4 Athletics STR
-1 Deception CHA
+4 History INT
+4 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
+1 Medicine WIS
+10 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward
+7
Action Self Concentration, up to 1 minute VS
 Notes:   Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Elementalism
+7
Action 30 ft Instantaneous VS
 Notes:   You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Ray of Frost
+7
Action 60 ft Instantaneous 2d8 VS
 Notes:   A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Minor Illusion
+7
Action 30 ft 1 minute SM

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Mage Armor
+7
Action Touch 8 hours VSM
 Notes:   You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Shield
+7
Reaction Self 1 round VS
 Notes:   An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Fog Cloud
+7
Action 120 ft Concentration, up to 1 hour VS
 Notes:   You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Chromatic Orb
+7
Action 90 ft Instantaneous 3d8 VSM
 Notes:   Can bounce if two damage role are the same

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb
+7
Action 90 ft Instantaneous 3d8 + VSM
 Notes:   Can bounce if two damage role are the same
Gust of Wind
+7
Action Self Concentration, up to 1 minute VSM
 Notes:   A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Misty Step
+7
Bonus Action Self Instantaneous V
 Notes:   Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Blur
+7
Action Self Concentration, up to 1 minute V
 Notes:   Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Level 3 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb
+7
Action 90 ft Instantaneous 3d8 + VSM
 Notes:   Can bounce if two damage role are the same
Tidal Wave
+7
Action 120ft Instantaneous 4d8 VSM
 Notes:   You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Wall of Water
+7
Action 60 ft Concentration, up to 10 minutes VSM
 Notes:   You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 40, Platinum: 0
Treasure and Equipment
2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack
3 Tridents
Proficiencies, Languages, and Talents
Proficiencies
Armor: None
Weapons: Simple weapons and Melee Martial weapons that don’t have the Two-Handed or Heavy property
Tools: Navigator's Tools
Saving Throws: Intelligence, Wisdom
Features & Traits
Tavern Brawler
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.

War Caster
Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

Bladesong
As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren’t wearing armor or using a Shield.
The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).
While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.
Agility. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.
Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.
Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total
Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

Training in War and Song
You gain proficiency with all Melee Martial weapons that don’t have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.

Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Water Crest
Passive: The crest lets you speak "Aquan" which is what people speak underwater, gives you a swim speed of 30 as well as the ability to breath underwater.
Active: Activating your crest while outside of water grants you advantage on any dex or wis saving throws as well as ability scores
Activating the crest also allows you to feel the nearest source of water and with a bonus action you can manipulate it. Manipulating the water means you can cast a better "shape water" where you can control water like the normal "shape water spell" but you can also have the water act like a third limb where it make a attack roll "water wip" or make a grapple.
Activating the crest while In Water gives you advantage on all rolls as well as a +1 to all rolls. In water you also get a movement and swimspeed of 60ft
FLARE: If you flare your crest (by burning a crest change) You gain an aditional +2 to all rolls as well as a free action where you can:
Create a whirlpool: When you cast the spell all creatures besides yourself in the range are sucked into a giant whirlpool. Each creature must succeed on a strength saving throw or take 2d6 Bludgeoning damage. If they succeed they take half damage. They must make the saving throw once per round on each of your turns. The spell ends on your next turn.
Flood an encloused space with water: Fill an encoloused space with 3ft deep water
Send a wave of water: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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