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Casim Waugh

5 Level (0/14000 XP for level-up) Merchant Background Orc Race / Species / Heritage Neutral Evil Alignment
Shaman
Level 5
Hit Dice: 2/5
1d8+5 Class 1

STR 20

+5

DEX 11

+0

CON 20

+5

INT 13

+1

WIS 15

+2

CHA 16

+3

53
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Bound Spirits
1 / 1
Relentless Endurance
2 / 2
Adrenaline Rush
0 / 25
Blood Totem HP
Spellcasting ...
+8 Attack mod
WIS Ability
+2 Abi Mod
26 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+0 Dexterity
+5 Constitution
+4 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+3 Deception CHA
+1 History INT
+5 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Morningstar +8 STR 1d12+2+5 Bludgeoning AND Piercing
 MASTERED: Two-Handed, Reach, Brace, Double-ended d4, Punch, Sunder*, Wound |*Sunder now reduces AC by Str Mod instead of its normal value.
Javelin +5 STR 1d6+5 Piercing
 One-Handed, Finesse, Light, Melee d6, Thrown (30/120), Punch
Quarterstaff +8 STR 1d8+2+5 Bludgeoning
 Two-Handed, Double Ended d6, Trip
Greataxe +5 STR 1d12+2+5 Slashing
 Two-Handed, Heavy, Disarm, Trip
Heavy Crossbow +3 DEX 1d10+4 Piercing
 Two-Handed, Heavy, Ranged (80/200), Reload attack, Keen, Punch, Puncture, Sighted
Guisarme+1 +9 STR 1d12+3+5 Piercing or Slashing
 Two-Handed, Heavy, Reach, Melee d12, Brace, Entangle, Trip
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward 1 Bonus Action Self 1 minute, Conc V,S
 Notes:You trace a sigil of warding into the air. Whenever you take bludgeoning, piercing, or slashing damage for the duration of this spell, you can reduce the damage you would take by 1d4.
Guidance 1 Action Touch 1 minute, Conc V,S
 Notes:You touch another creature and infuse it with otherworldly knowledge of a skill of your choice. For the duration, it gains a 1d4 bonus to any ability checks it makes with that skill. If you are proficient in the skill, this bonus becomes 1d6.
Mysterious Presence 1 action Touch 1 min, Conc V,S
 Notes:You touch a willing creature and shroud its presence. Until the spell ends, other creatures must subtract 1d4 from any Insight or Perception checks made against the target.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4 + 4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 9 temporary hit points for the duration.
Ray Of Sickness +8 1 Action 60 Instantaneous 2d8 + V,S
 Notes:You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Ghastly Flight 1 Action 60 Instantaneous 2d8 + V,S,M
 Notes:You release a malevolent spirit that flies out from you in a direction of your choice in a 60-foot long, 5-foot wide line, at which point it fades away. Each creature within the line must make a Constitution saving throw. On a failed save, creatures take 2d8 necrotic damage and cannot regain hit points until the start of your next turn. On a success, creatures take half as much damage and can regain hit points as normal. 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.
Totemic Cowl 1 action 1 hour 2 + V,S,M
 Notes:You touch a willing creature. Until the spell ends, it is cloaked in a ghostly cowl, and any damage it takes is reduced by 2.
Aura of Frost 1 action self, 10 ft 1 min, Conc 2d8 + V
 Notes:Arcane frost, snow, and wind swirl about you in an aura with a 10-foot radius, and until the spell ends, the aura moves with you, centered on you. When a creature other than you, enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or it takes 2d8 cold damage and have its speed is reduced by 20 feet until the start of its next turn. On a successful save, it takes half as much cold damage and its speed isn't reduced. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, a creature that fails its save takes an additional 1d8 cold damage and has its speed reduced by an additional 10 feet for each spell level above 2nd.
Bestow Curse 1 Action Touch Concentration, up to 1 minute V, S
 Notes:You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Slow 1 Action 120 ft. (40 ft cube) Concentration, up to 1 minute V, S, M
 Notes:You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Dire Wail 1 action 30ft Aura 1 minute 4d10 V
 Notes:You let forth a wail filled with otherworldly power. Creatures of your choice within 30 feet must succeed on a Constitution saving throw or take 4d10 thunder damage and be deafened for the duration. At the end of each turn, targets can make a Constitution saving throw, ending the spell on a success. On a successful save, it takes half damage and is not deafened. At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage increases by 1d10 for each slot level above 3rd.
Spectral Passage 1 action Touch Concentration, up to 1 minute V, S, M
 Notes:You touch a willing creature. Until the spell ends, it becomes semi-incorporeal and can move through other creatures and objects as if they were difficult terrain. If the creature ends its movement inside another object or creature, it is immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it was forced to travel. At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can target one additional creature for each slot level above 3rd.


Totemic Assault : As an action you can command the Spirits bound within one of your Totems to swarm one creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw or take 1d8 necrotic damage. The Spirits swarm around this creature until it is slain, it moves more than 60 feet away, or you use Totemic Assault on another target. While they swarm, you can use a bonus action on subsequent turns to force it to make this Charisma saving throw again. You can only use Totemic Assault once per turn. The damage dealt by your Totemic Assault increases at 5th level (2d8), at 11th level (3d8), and finally at 17th level (4d8).

Bound Spirits: The spirits you channel each empower the shaman in their own way. Choose from the Bound Spirits list. Whenever you gain a Shaman level you may replace one of your Bound Spirits with another.
Current choices:


Spirit of the Autumn Wind: You bind a minor Spirit of Death that comes at the changing of the seasons. When you deal damage to a creature with a weapon attack or with Totemic Assault, it cannot regain hit points until the beginning of your next turn.


Spirit of the Earthquake: You bind a Spirit of Earth that grants you destructive power. Once per turn when you hit with a melee weapon attack you deal an extra 1d6 dmg of the weapons type. The size of this die increases at 5th level, and again at 11th and 17th.


Spirit of the Stream: You bind a minor Spirit of Water that grants you a protective aqueous coating. You have advantage on any ability check or saving throw you make to resist being grappled, restrained, or stunned, and you can hold your breath for up to 1 hour.


Spirit of the Panther: You bind a minor Bestial Spirit that grants you the steps of a panther. You gain proficiency in Stealth, and have advantage on Dexterity (Stealth) checks to hide in natural environments.




Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.



Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.


Blood Totems
Ancient Spirits have taught you to siphon life-blood and bind its spiritual power to Blood Totems using the rules below:


Bound Totems. You start with a single Blood Totem that does not count against your total number of Bound Totems. However, at the end of a long rest, you can forgo any number of Bound Totems to instead create that many Blood Totems.


Harvesting. When you deal necrotic, piercing, or slashing damage to a creature within 10 feet of you, you can choose to harvest its blood, causing one Blood Totem you are holding to gain hit points equal to half the damage dealt. This ability has no effect on Constructs, Undead, or creatures without blood.


Hit Points. Blood Totems can store up to 25 hit points at one time. If a Blood Totem is at its maximum hit points, you can expend all its hit points to cast one of your Blood Priest spells at your Slot Level without expending a slot or the spell's normal material components.


When you finish a long rest, unused hit points stored within Blood Totems lose their magic and are dispelled.


Cruel Implements:



You have learned to use particular weapons to better harvest the life-blood of your foes. You gain proficiency with all melee weapons that deal piercing or slashing damage.


Sanguine Shield:



Whenever you take damage while you are holding a Blood Totem, you can use a reaction to cause it to take the damage in your place. Should this reduce a Blood Totem to zero hit points, you take any remaining damage.



Darkvision: You have Darkvision with a range of 120 feet.




Features & Traits

Weapon Proficiencies: All Ambush, Bludgeons, Launch, Spears, and Throwing weapons without the Clockwork property, and whips, plus dagger, kukri, scimitar, sickle, tomahawk, war scythe, and wall pick.


MASTERED: Morningstar




Equipment Copper: 8, Silver: 55, Electrum: 0, Gold: 792, Platinum: 0 Money

Common, Orc, Halfling




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.

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