Remove these ads. Join the Worldbuilders Guild

Quillius P Integra

6 Level (69/23000 XP for level-up) Candlekeep Student Background Kenku Race / Species / Heritage Lawful Neutral Alignment
Wizard
Level 6
Hit Dice: 6/6
1d6+0 Class 1

STR
6
-2
DEX
14
+2
CON
10
+0
INT
20
+5
WIS
11
+0
CHA
18
+4
28
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30/60/0
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+2 Dexterity
+0 Constitution
+8 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+8 Arcana INT
-2 Athletics STR
+4 Deception CHA
+5 History INT
+0 Insight WIS
+4 Intimidation CHA
+8 Investigation INT
skills
+0 Medicine WIS
+8 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
unarmed -4 STR 1-2 Bludgeoning
Dagger +7 DEX 1d4+2 Piercing
 Finess, light, thrown (range 20/60)
Attacks

Spell Book

Expert Duplication
When you copywriting or craftwork produced by yourself or someone else, you have an advantage on any ability checks you make to produce an exact duplicate.

Kenku Recall
Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill you have proficiency, you can give yourself an advantage on the check before rolling the d20. You can give yourself an advantage in this way several times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mimicry
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Manifest Mind
6th-level Order of Scribes feature

You can conjure forth the mind of your Awakened Spellbook. As a bonus action, while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see and has dark vision with a range of 60 feet. The mind can telepathically share what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so several times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet in an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Manifest Mind
You can conjure forth the mind of your Awakened Spellbook. As a bonus action, while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see and has dark vision with a range of 60 feet. The mind can telepathically share what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so several times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet in an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you if someone casts dispel magic on it if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Features & Traits
Black ink & pen
a book about plant identification
iron pot
herbalism kit
cute school uniform
arcane focus (glasses)
dagger
spell book
explorer's pack

  • a backpack a bedroll

  • a mess kit

  • a tinderbox

  • 10 torches

  • 10 days of rations

  • a waterskin

  • 50 feet of hempen rope

  • A shovel


50ft Hempen rope interwoven with small metal strands, and knotted every few lengths for better climbing.

Equipment Copper: 3, Silver: 9, Electrum: 0, Gold: 16, Platinum: 0 Money
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook.
Once per day when 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 half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Wizardly Quill
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
The quill doesn't require ink.
When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription. You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.

Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Cantrip Formulas
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Spellcasting
Tools: Herbalism Kit
Languages: Common, Draconic, Sylvian
Weapons: daggers, darts, slings, quarterstaffs, light crossbows

Languages & Proficiencies
I know we just met, but when you die, may I have your bones? For research.

Don't interrupt me; I'm pondering on getting an orb.

Personality Traits
Knowledge! Science! The world's problems are problems, and like mathematics, they can all be solved!

Utility magic is the true apex of the arcane.

Ideals
I have broken my voice from its shackles by following my Master's ideals, I must keep to them, less I return to my old ways.

Bonds
Necromancy, isn't inherently evil but the average people who use it tend to be.

Flaws
Known Spells:
Cantrips - can swap these out using feat:

  • Light

  • Mage Hand

  • Prestidigitation

  • Druidcraft

  • Spare the Dying


Level 1

  • Alarm

  • Fog cloud

  • Identify

  • Jump

  • Longstrider

  • Mage Armour

  • Shield

  • Sleep

  • Tenser's floating disk

  • Cure Wounds

  • Inflict Wounds

  • Goodberry (1 use per long rest)


Level 2

  • Locate Object

  • Magic mouth

  • Lesser Restoration

  • Wither and Bloom


Level 3

  • Leomand's tiny hut

  • Sending

  • Revivify

  • Vampiric Touch


Level 4

  • Blight

  • Death Ward


Level 5

  • Antilife Shell

  • Greater Restoration



Notes


™ & © 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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

MPMM

Kenku

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Size: Medium
speed: 30 feet
Languages: Two languages of your choice
race features:
Size. Your size is Medium or Small. You choose the size when you select this race.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5E (WoC)

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:  
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snow flakes for snow, and so on. This effect persists for 1 round. 
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft cube. 
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1 Spells

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

Player's Handbook

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Level 2 Spells

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SCC

Wither and Bloom

2-level Necromancy

Casting Time: 1 Action
Range/Area: 60 feet
Components: V, S, M
Materials: a withered vine twisted into a loop
Duration: Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Available for: Wizard?

Level 3 Spells

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

SRD

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Level 4 Spells

PHB

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Available for: Cleric, Paladin

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


Created by

SMGoggles.

Statblock Type

Character Sheet (latest)

Link/Embed