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Asteria Pellezin in Dungeons & Dragons 5e

Asteria Pellezin

5 Level (0/14000 XP for level-up) Rune Carver Background Mephistopheles Tiefling Race / Species / Heritage Lawful/Neutral Good Alignment
Druid
Level 5
Hit Dice: 3/5
1d8+3 Class 1

STR 10

+0

DEX 15

+2

CON 16

+3

INT 16

+3

WIS 19

+4

CHA 9

-1

43
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
2 /
Wild Shape
2 /
Star Map (Cantrip Use)
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+6 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+7 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
-1 Deception CHA
+6 History INT
+4 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+7 Medicine WIS
+3 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +7 WIS 1d10 slashing
 Heavy, reach (5ft), two-handed; additionally acts as spell focus whenever the star map is embedded
Meteor Hammer +5 DEX 1d4+2 piercing and bludgeoning
 Finesse, reach (5ft)
Attacks

Spell Book

Bloodline of Mephistopheles In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
1 + Intelligence score and + 2 Charisma score
Darkvision
Legacy of Cania I know Mage Hand. Once you reach 3rd level, I can cast Ice Knife once as a 2nd-level spell. Once you reach 5th level, you can also cast Rime's Binding Ice once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.


Features & Traits
Glaive, Meteor Hammer, Hide Armor ( AC 12)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Druidic, Infernal, and, Giant
Armor: Light armor and shields
Weapons: any simple, glaive, meteor hammer
Tools: Gemologist, Jeweler

Languages & Proficiencies


™ & © 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

GM Binder

Meteor Hammer

Weapon

Common

Spike-Tipped Whip

(see GM Binder https://www.gmbinder.com/share/-LZeBe3w6S7OxYQdhWMN)

Finesse, Reach (5ft)   On a hit, you deal 1d4 bludgeoning damage as well as an additional 1d4 piercing.

Type Damage Damage Range
Martial Melee 1d4 / 1d4 Bludgeoning 5ft


Weight: 12oz

GM Binder

Jeweler's Tools

Tool

Varies

Crafting jewelry requires that you have access to materials you wish to make your jewelry out of. While most jewelry doesn't require a massive quantity of materials, some unique pieces may require you to scavenge for the legendary skymetals, like noqual, or gather bones from an ancient dragon all to create a single ring.

When crafting jewelry, you must succeed on a Dexterity (Jeweler's Tools) check, and you can add your proficiency bonus if applicable.

 

Crafting Jewelry

Jewelry crafting is a long process that requires precise movements and purposeful decisions. To create a piece of jewelry, you must spend at least 8 hours, or more depending on the size of the piece, on crafting it. A simple wooden ring may only take you 8 hours to create, while a crown fitted with jewels and fit for a king may require you to take several weeks to craft. Most simple projects that weigh one pound or less requires 8 hours of uninterrupted work. The more elaborate the designs the longer it takes to complete a piece of work, per the DM's discretion - examples given below.   Jewelry can be defined into 2 broad categories, size and complexity.  
Size
The size of your project effects the length of time to craft a piece of jewelry. There are three categories for the size of your project: Small, Medium or Large.
  • Small projects require at least 4 hours to create plus the amount of time it requires for the complexity of the project. A small project could be a ring, a pendant or anything that can fit easily in a medium sized creature's palm.
  • Medium projects require at least 12 hours to create plus the amount of time it requires for the complexity of the project. A medium project could be a headband, a necklace, or anything that can easily fit around medium sized creature's head or around an arm.
  • Large projects require at least 28 hours to create plus the amount of time it requires for the complexity of the project. A large project could be a crown for a giant, a long necklace or anything that could fit on a giant or is oversized. All times represent the minimum time to craft an item of its size, and at the DM's discretion may take longer.
 
Gems & Beads
When creating jewelry, you may wish to add in gems or beads to increase the beauty of your creations. This increases your material cost based on the quality and quantity of gems and beads you wish to add.
  • A project can never be Simple if you are including gems or beads, and depending on the quantity you are adding it may make the project Intricate.
  • Typically, beads will only be 1 cp per wooden bead or 1 sp per glass bead, pearls can range in price from 1 gp to 100 gp
.  

Fabricate Spell

The Fabricate spell can help you create your pieces of jewelry, though you must be proficient with Jeweler's Tools in order to use the spell. When you cast the spell, you can only affect one type of material per casting of the spell and can be used to create golden rings, silver earrings or other projects with a single source of material.   If you wish to add beads or gems to your projects, you must put those in and depending on the quantity of gems may only require an hour to multiple days of work, per the DM's discretion. When adding in gems or beads, you must make a check for every 8 hours of work against the DC of the project.  

Restoring Old Jewelry

During your adventures you may find tarnished jewelry or jewelry missing gems, beads or other decorations. You must determine how much needs to be repaired, no check required, and it will take you up to half the time it would normally take to create the jewelry depending on the condition of the jewelry. If the item is missing gems or jewels, you must provide gems to fill in those empty slots, and if there is missing silver inlays, you must be able to procure the required silver.

Creating projects, polishing gems and restoring tarnished jewelry are important parts of a jeweler and require exact motions and precision. Your creations turn drab metals into beautiful pieces of art.
Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Depending on the project, you may need a small cauldron, tongs, molds and more, not included in the stock Jeweler's Tools.
(See GM Binder https://www.gmbinder.com/share/-Lrfe8SOOAkjrBGCrjI4)

Cost: 25gp
Weight: 2lbs

GM Binder

Gemologist's Supplies

Tool

Varies

Polishing

Most gems found in treasure hoards and in chests throughout the world are already polished and cut to have a specific shape and feel. Though there are still raw and uncut gems that can be polished and worked to enhance their beauty, increasing how much you can sell them for. When you find uncut or unpolished gems, you can spend 8 hours per gem working and polishing the gem, increasing how much you can sell it for by 5% times your Proficiency Bonus. Once you work and polish a gem, you can no longer work on it again as it has taken its final shape. (This means that if a gem was worth 100 gp when you found it, and it is unrefined, you can spend 8 hours on it and increase its value to 110 gp if you have a +2 Proficiency Bonus (10%) or increase the value to 130 gp if you have a +6 Proficiency Bonus (30%).) This type of activity requires no check.  

Enchanting

Every gem has a special quality within its facets that can be charged and used as protection, divination, healing, and more. Gems found in the world are typically inert, their magic drained out of them, and need to be recharged. Once a gem is recharged, it can be used for only a few hours until it must be recharged again for the next day.   The power of a gem's magic is based on the size of the gem, as larger stones have more magic than smaller gems. This is typically based on the price of a gem as larger gems are more expensive. There are certain, rare cases where a small gem could be more valuable than a larger version of it, per the GM's discretion.  
Recharging
Before a gem can be used, it must first be recharged. This can happen only once per day and requires the gem to gain power. A gem can gain power through a huge variety of ways; a few options include being placed near a fire, on a sleeping cat, under the moonlight, or anything else that produces energy that can be transformed into magic. It must remain in this state for 8 hours while it slowly recharges, changing the energy into magic. A gem can only recharge once per day and so most practitioners sleep during this time. To properly set up gems, a creature must be proficient in Gemologist's Supplies.  
Power
Once a gem has been recharged, they hold this charge until the gemologist activates the gem by using an action. A gem's power is then under effect and any creature carrying the gem on their person gains the gem's benefits. Once a gem is activated, it can not be deactivated until its power is drained and must be recharged.   A gemologist can only activate a number of charged gems equal to their Wisdom modifier per day, regaining all spent uses upon finishing a long rest. A gem only holds its power for a number of hours equal to the gemologist's Proficiency Bonus. Anyone who is carrying the gem can gain the benefits of a gem, but only someone proficient in Gemologist's Supplies can activate a gem's power.  
Size
A gem has three main sizes based on their price of 100 gp, 250 gp, and 500 gp. There are more expensive gems out there, like those worth 1,000 gp and 5,000 gp, but little is known of their power due to their rarity and difficulty of carrying. A larger, and thus more expensive gem, holds more magic within its facets and provides a stronger effect - increasing the potency of the gem. A gemstone's size has no effect as to how long a gem's power is active but does affect the potency of the gemstone's power. Gems that are 10 gp and 50 gp still hold power in them, though that power is very minute and thus doesn't hold enough magic to adequately provide noticeable benefits.  
Types of Gemstones
Each gemstone exists within a family of focus, these families include Dreams, Thoughts, Protection, Transformation, Physical, and many other families. Within these families are different gems that provide different effects, a gemologist might choose to specialize in a specific family in the hopes of unlocking greater secrets, though many will have at least one from each family to act as a safeguard. A gemstone's family has no effect outside of what powers they might have.  

Understanding a Gemstone

The following information is to help you understand the statistics of a gemstone.

  The Gemstone
  • A description of the gemstone.
  • Family What family the gemstone exists in; Rarity How rare a gemstone is
  • Requirements Any special properties or situations that a gemstone must be working under for the wielder to gain any benefits from the gem.
  • 100 gp The effect that a 100 gp gemstone of this type would have if charged and activated.
  • 250 gp The effect that a 250 gp gemstone of this type would have if charged and activated.
  • 500 gp The effect that a 500 gp gemstone of this type would have if charged and activated.
  • Special Any unique features or special information about this gemstone, typically if this is included it has to do with the larger gemstones that may have greater properties.

While largely used for decoration and design, gems are precious or semiprecious minerals that are cut and polished. They are often valued for the beauty and wonder they invoke, but some have found ways of unlocking the primal magic of nature within their facets.
Gemologist's supplies include a hammer, set of chisels, a small magnifying glass, and a variety of coarse minerals for polishing.
(See GM Binder https://www.gmbinder.com/share/-MmoewBxvhokK8FVGv1G)

Cost: 100gp
Weight: 10lbs

The statblocks of your class features

Rune Carver

Overview:
You’ve dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into the supernatural power held within runes.   The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As such, though Giant runes are the most commonly used, many rune carvers incorporate symbols from their native languages into the craft.
Skill Proficiencies: History and Perception
Tool Proficiencies: Gemologist's Supplies
Lifestyle: -
Languages: Giant
Equipment:
Tools listed above, a small knife, a whetstone, a set of common clothes, and a pouch containing 10 gp
Features:

Rune Shaper feat

You’ve studied the magic of Giant runes, granting you the following benefits:   Comprehend Languages You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.   Rune Magic You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.   You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat). Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.   Frost-- Armor of Agathys   Journey-- Longstrider   Stone-- Sanctuary

Tasha's Cauldron of Everything

Circle of the Stars Druid

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.   Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
hit dice: 1d8
hit points at 1st level: 11 (8 + con mod 3)
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence and Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
spellcasting:
Wisdom is the spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.    
class features:

Star Map

At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. While holding this map, you have these benefits:
  • I know Guidance
  • I have Guiding Bolt prepared as a druid spell and doesn't count against the number of spells you can have prepared. Additionally, it can be cast without expending a spell slot a number of times equal to your proficiency bonus, and regain all expended uses after a long rest
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.  

Starry Form

At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
  • ArcherWhen you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
  • Chalice Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
  • Dragon When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
 

Cosmic Omen

At 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Weal (even) Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd)Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
 

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover. Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.  

Full of Stars

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
subclass options:
1st+2Druidic, Spellcasting
2nd+2Wild Shape, Circle of the Stars - Star Map, Starry Form
3rd+2
4th+2Wild Shape improvement, Ability Score Improvement
5th+3
6th+3Circle of Stars - Cosmic Omen
7th+3
8th+3Wild Shape improvement, Ability Score Improvement
9th+4
10th+4Circle of Stars - Twinkling Constellations
11th+4
12th+4Ability Score Improvement
13th+5
14th+5Circle of Stars - Full of Stars
15th+5
16th+5Ability Score Improvement
17th+6
18th+6Timeless Body, Beast Spells
19th+6Ability Score Improvement
20th+6Archdruid

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

(HB) Bloodline of Mephistopheles Tiefling

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
ability score increase: Charisma +2 / Intelligence +1
age: Same as humans but longer
alignment: anywhere in the spectrum
Size: Medium
speed: 30ft
Languages: Common and Infernal
race features:

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

Hellish Resistance

You have resistance to cold damage.  

Legacy of Cania

  • You know Mage Hand cantrip.
  • Once you reach 3rd level, you can cast Ice Knife spell once as a 2nd-level spell.
  • Once you reach 5th level, you can also cast Rime's Binding Ice spell once as a 3rd-level spell.
You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Xanathar's Guide to Everything

Frostbite

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V,S

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
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): Druid, Sorcerer, Warlock, Wizard

PHB

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).

Class(es): Druid, Cleric (Nature Domain),

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Artificer, Cleric, Druid, Sorcerer (Divine Soul)

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


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