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Larry

6 Level (0/23000 XP for level-up) Background Tabaxi Race / Species / Heritage Neutral Good Alignment
Wizard: War Magic, Resilience
Level 6
Hit Dice: 5/6
1d6+1 Class 1

STR 5

-3

DEX 13

+1

CON 13

+1

INT 18

+4

WIS 15

+2

CHA 8

-1

32
Hit Points
+4
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
lvl 1 spell slot
3 / 3
lvl 2 spell slot
3 / 3
lvl 3 spell slot
Once per turn / Once per turn
Arcane deflection
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-3 Strength
+1 Dexterity
+1 Constitution
+7 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
-3 Athletics STR
-1 Deception CHA
+4 History INT
+5 Insight WIS
-1 Intimidation CHA
+10 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mist Weaver's Wand +4 INT
 Mist Weaver's Wand
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Ray of Frost 1 Action 60 ft Instantaneous 1d8
 Notes:deals cold damage and reduces the target's speed by ten feet
Thunderclap 1 Action 5 ft Instantaneous 1d6
 Notes:creates a burst of thunderous sound, causing damage to creatures in a 5-foot radius centered on the caster.
Minor Illusion 1 Action 30 ft 1 Minute
 Notes:creates a burst of thunderous sound, causing damage to creatures in a 5-foot radius centered on the caster.
1 action 30 ft Instantaneous 1d12
 Notes:A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Frost 1 Action 60 ft Instantaneous 1d8 +
 Notes:deals cold damage and reduces the target's speed by ten feet
Thunderclap 1 Action 5 ft Instantaneous 1d6 +
 Notes:creates a burst of thunderous sound, causing damage to creatures in a 5-foot radius centered on the caster.
Magic Missile 1 Action 120 Instantaneous 3d4+3
 Notes:creates a number of glowing darts of magical force (3 at level 1, +1 per slot level above 1st) that automatically hit a creature you can see within range
Shield Instantaneous
 Notes:Creates a sustained arc of lightning between the caster and a target
Witch Bolt Concentration, up to 1 min
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Misty Step Bonus Action Self Instantaneous
 Notes:5x5x5 cube centered on a position I choose.
1 action 30 ft Instantaneous 1d12 +
 Notes:A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Frost 1 Action 60 ft Instantaneous 1d8 +
 Notes:deals cold damage and reduces the target's speed by ten feet
Thunderclap 1 Action 5 ft Instantaneous 1d6 +
 Notes:creates a burst of thunderous sound, causing damage to creatures in a 5-foot radius centered on the caster.
Magic Missile 1 Action 120 Instantaneous 3d4+3 +
 Notes:creates a number of glowing darts of magical force (3 at level 1, +1 per slot level above 1st) that automatically hit a creature you can see within range
Dragon's Breath 1 bonus action touch Concentration, up to 1 min 3d6 VSM
 Notes:You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray.
Scorching Ray 1 Action 120 ft 2d6
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target.
1 action 30 ft Instantaneous 1d12 +
 Notes:A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Weight: 18.5 lbs


Color: Black


Height: 2'6


Age: 16


Polycythemia: Your Hit Point maximum increases by an amount equal to your character level when you gain this skill. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional Hit Point. Blood Letting: Whenever a creature dies that took damage from your spell, you regain hit points equal to your proficiency bonus + constitution modifier.


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.


Arcane Deflection: at 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.


Larry (Soul Type: Enchancer) (Cursed Mark: Right Palm) Blood Sigil: Larry can use his own hp to buff his spells. Larry can use 2+1/10 of his max hp to upcast a spell. He can cast this as long as he still has hp to use. His max hp will be restored on long rest.


Resilient: Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.


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.


My Familiar-
Bat: Tiny Beast, Unaligned.
Armor Class: 12. Hit points 1 (1d4 - 1).
Stats: Speed 5ft, fly 30 ft. Str 2 (-4). Dex 15 (+2). Con 8 (-1). Int 2 (-4). Wis 12 (+1). Cha 4 (-3). Senses Blindsight 60ft, Passive perception 11 languages.
Traits: Echolocation. The bat can't use it's blindsight while deafened. Keen hearing. The bat hasadvantage on Wisdom (Perception) checks that rely on hearing.
Actions: Bite. Melee Weapon Attack: +0 to hit, reach 5ft, one creature. Hit: 1 piercing damage.


Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.




Features & Traits

2 Daggers


Staff


Robe


Spellbook


Scholars Pack


Rabbit Kabuki Mask: Makes the wearer resistant to the effects of MOST non magical gasses


Mist Weaver's Wand: 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.


Soundbreakers: Finesse Weapon. Can seal a target's skill for one turn on hit. (Additional Roll) (edited)


Bloodcrystal Necklace: While wearing this necklace, if the wielder uses their own hp to use any abilities or spells, half the hp used will be stored in the necklace as blood. If the wielder of the necklace would reach 0 hp, the blood will drain from the necklace and restore the wearer's hp equal to the lost hp stored. This effect can only be used once per combat. All blood drains after combat


Bloodletter Quill- 1d4 Slashing You gain a +1 bonus to attack and damage rolls made with this weapon. Blood Bound: This dagger can be used as an Arcane Focus. Whenever you hit a creature with a spell attack, you can slash yourself with the dagger as a bonus action. If you do, you may reroll the damage dealt. Bloodchannel:If you are below one quarter of your maximum hp, you can use an action and expand a spell slot of level 4 or lower. If you do, you can cast any spell from the Warlock or Wizard spell list. The level of the spell must be equal to or lower than the spell slot expended. Once used, this ability cannot be used until the next day.




Equipment Copper: , Silver: , Electrum: , Gold: 335, Platinum: Money

Common


Abyssal




Languages & Proficiencies

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 look up to 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

<p><p>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 look 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.</p></p>


<p></p>




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

PHB, page 144

Shield

Armor Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

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

Level 2 Spells

Xanathar's Guide To Everything, Page 154

Dragon's Breath

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
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 level above 2nd.

3rd 4th 5th 6th 7th 8th 9th
4d6 5d6 6d6 7d6 8d6 9d6 10d6

Class(es): Sorcerer, Wizard

Player's Handbook , pg. 222

Cloud of Daggers

2-level Conjuration

Casting Time 1 action
Range 60 ft (5 ft)
Duration 1 minute
Components V, S, M
Materials A sliver of glass.

Damage Type: Slashing

Saving Throws: None   Description: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

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

PHB

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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

Ranged Spell Attack 2d6 Fire Damage

PHB

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

XGE

Catnap

3-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic, Material
Materials: A pinch of sand
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Available for: Artificer, Bard, Sorcerer, Wizard

XGE

Erupting Earth

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: A piece of obsidian
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Bludgeoning
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

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


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