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Larry

2 Level (0/900 XP for level-up) Background tabaxi Race / Species / Heritage Neutral Good Alignment
Wizard
Level 2
Hit Dice: 2/2
1d6+1 Class 1

STR
5
-3
DEX
13
+1
CON
12
+1
INT
17
+3
WIS
15
+2
CHA
8
-1
12
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 / 3
lvl 1 spell slot
+4 Expertise Bonus
+2 Proficiency Bonus
-3 Strength
+1 Dexterity
+1 Constitution
+5 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
-3 Athletics STR
-1 Deception CHA
+3 History INT
+4 Insight WIS
-1 Intimidation CHA
+7 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Weight: 18.5 lbs


Color: Black


Height: 2'6


Age: 16




Features & Traits

2 Daggers


Staff


Robe


Spellbook
Scholars Pack



  1. Mist Weaver’s Wand: While wielding this wand you may create a mist centered on yourself with a 15 foot radius. While in the mist, the caster gains the effects of the Guidance spell and +2 AC. The mist lasts 3 turns.
  2. Soundbreakers- d6 each. Type: Piercing. Finesse Weapon. Can seal a target's skill for one turn on hit. (Additional Roll) (edited)




Equipment Copper: , Silver: , Electrum: , Gold: 5, Platinum: Money

All people, rich or poor, deserve respect.


I'm committed to the people I care about, not to ideals.




Personality Traits

I like seeing the smiles on peoples faces when im around. Thats all that matters.


All people, rich or poor, deserve respect.


Theres no good pretending to be something I am not.


I'm committed to the people I care about, not to ideals.




Ideals

I have a bond to the town of Almoca and the people within due to their generosity and kindness.


I Idolize the Tabaxi wizard within the queens gaurd.


There is a shopkeeper in Almoca that tend to my needs when I didn't have anybody else.




Bonds

In tense situations, my emotions may overwhelm me.


Too trustful.


Overconfident.




Flaws

Larry was abandoned by his parents at a young age. He was left in the town of Almoca, and the townspeople there took care of him. When Larry matured, there was a lack of variety in jobs due to the town mostly relying on alchemy, so he started work as an alchemist. After working as an alchemist for a couple of months, a wizard of the queens gaurd visited the town Larry was working at. After seeing what he could do, Larry started to looked up to him and became obsessed with the art of wizardry. He quit his job as an alchemist to study magic. With the limited resources Almoca had for magic, Larry learned everything he could about wizardry that the the town had to offer. Wanting even more knowledge about magic and to become a better wizard, he decided to leave the town of Almoca and adventure off into the world. Before he left, one of the older townspeople gave Larry a worn staff that was about three foot four inches and a completely oversized blue wizard hat with yellow stars.




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Sound Magic

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Wizard, Warlock

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

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.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Class(es): Sorcerer, Wizard

Ranged Spell Attack 1d8 Cold Damage

Level 1 Spells

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

An invisible barrier of magical force appears and 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.

Class(es): Sorcerer, Wizard

Basic Rules

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self (15 ft)
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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.

Class(es): Sorcerer, Wizard

phb

Chromatic Orb

1-level Evocation

Casting Time 1 ACtion
Range 90 feet
Duration Instantaneous
Components V S M
Materials (a diamond worth at least 50 gp)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard

Ranged Spell Attack[roll 3d8]Choose Damage Type

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V S M
Materials (a piece of cured leather)

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

D&D 5e PHB Page 289

Witch Bolt

1-level Evocation

Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Class(es): Sorcerer, Warlock, Wizard

Remove Curse

3-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

At your touch, all curses affecting one creature or object up to 5th level immediately end.

If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Casting this spell again on the magic item after it has been unattuned may remove the curse completely, provided that it doesn´t exceed the spell´s level limitation.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, you may remove curses up to 7th level instead.
Consequently, when you cast this spell using a spell slot of 7th level or higher, you may remove curses up to 9th level instead.

Class(es): Eldrani (Oracle), Vujinn'ka (Ya-Sherái)

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