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Leonardo Turkovich

4 Level (0/6500 XP for level-up) One of the Taken Background Chikitu Race / Species / Heritage Chaotic Nut Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+1 Class 1
Wizard (Plague Doctor)
Level 2
Hit Dice: 2/2
1d6+1 Class 2

STR
14
+2
DEX
16
+3
CON
12
+1
INT
17
+3
WIS
9
-1
CHA
15
+2
28
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+1 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+3 History INT
+1 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cutlass +5 DEX 1d6+3 Slashing
 Light, finesse
Rapier +5 DEX 1d8+3 Peircing
 Finesse
Bpowder Pistol +5 DEX 2d4+3 Peircing
 Ammunition (range 25/100), blackpowder, loading, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand 1 Action 30 feet 1 Minute V, S
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Create Bonfire 1 action 60 feet Concentration, up to 1 minute 1d8 fire V, S
 Notes:You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fire Bolt 1 action 120 feet Instantaneous 1d10 fire V, S
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Create Bonfire 1 action 60 feet Concentration, up to 1 minute 1d8 fire + V, S
 Notes:You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fire Bolt 1 action 120 feet Instantaneous 1d10 fire + V, S
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Burning Hands 1 action Self (15-foot cone) Instantaneous 3d6 fire V, S
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Identify 1 minute Touch Instantaneous V, S
 Notes:You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Feather Fall 1 reaction, which you take when you or a creature within 60 feet of you falls 60 feet 1 minute V, M
 Notes:Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Fighting Style: Two-Weapon Fighting : add your ability modifier to the damage of the second attack.
Second Wind: use a bonus action to regain hit points equal to 1d10 + your fighter level. 1 use per rest.
Action Surge: On your turn, you can take one additional action. 1 use per rest
Spellcasting: you have a spellbook containing spells that show the first glimmerings of your true power.
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover.
Potion Craft: proficiency in Medicine and with alchemist’s supplies and herbalism kits. You can create any number of concoctions using your alchemist supplies or herbalism kit for 10 minutes, expending a spell slot for each concoction created. When you do, for each concoction created, choose a spell from your wizard’s spell book that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot.
Good Medicine: when you craft a concoction, you can choose to expend a spell slot without choosing a spell, instead creating good medicine. Upon consumption, you roll 1d8 per level of the spell slot expended casting the spell, and the creature regains an equal number of hit points.
Insightful Flashbacks: While you don’t remember your time away from the civilized world, you occasionally have glimpses of what happened. When you are making an ability check to know or remember something about a monster or some other piece of lore, you can reroll a check that gave you no information. If the new check provides information, you cannot use this ability again until you gain a level. This represents your subconscious mind reminding you of details you witnessed while you were lost.

Features & Traits
1 set of Tinkers tools (10lb), Cutlass (scimitar stats 3lb), Rapier (2lb), Blackpowder Pistol (Evyln 4lb), 100 Paper Cartridge Bullets (10lb), Common clothes, herbalism kit (3lb), Alchemist Supplies (8lb), Spellbook, Studded Leather Armor (13lb), Dungeoneer's pack (Backpack, Crowbar, Hammer, 10 Pitons, 10 torches, Tinderbox, 10 days of rations, Waterskin, 50ft of Hempen rope) (61.5lb), Plague Mask, Sun shades
(114.5/210lb) carry capacity

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 70, Platinum: 0 Money
Imperial Norm
Tinker’s tools
Alchemist’s supplies and Herbalism kits
All armor, shields
Simple weapons, martial weapons

Languages & Proficiencies
I am restless, never satisfied with what I have or what I am, always seeking more...
I often forget what day or month or year it is.

Personality Traits
Mysteries abound, and the point of life is to solve as many of them as possible.

Ideals
You were found with a strange object in the woods. That object never leaves your possession.

Bonds
I suffer nightmares that I cannot recall when I wake, and the lack of sleep makes me prone to fits of anger.

Flaws
Vampire Features Transfermation Lvl 1:
Transformation Boon: Blood Fury
You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels.
Blood Fury Abilities
You can spend Fury Points (FP) to use the following abilities. The entries below detail their names, Fury Points cost in parentheses, and features:
Fanged Bite (1FP).
On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit point equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size
Medium or smaller to 0 hit points, you gain 3 Fury Points instead.
Calculated Strike (1FP).
When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack.
Vampiric Mist (2FP).
As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see. Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no
damage on a successful one.
Deathly Horror (3FP).
As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this ability for 24 hours.
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Transformation Boon: Undead Form
Your Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 16 this way. In addition, your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. Furthermore, you cannot die from old age and you do not require air, food or drink.
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Transformation Flaw: The Sanguine Curse
The sanguine curse has taken a hold on you. As a result you gain the following features:
• You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it.
• You gain Darkvision (60 ft.) if you do not already have it.
• While in sunlight, you have disadvantage on attack rolls and ability checks.
• You must feed every 7 days.
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Sun Shades
Wondrous item, uncommon
These black leather goggles are set with cloudy glass that completely obscure the eyes of the wearer. While wearing these dark lenses, you do not have disadvantage on attack rolls and ability checks made while in sunlight. You also cannot see in complete darkness while wearing the shades, even if you have darkvision

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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