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Elariel Graves in Dungeons & Dragons 5e

Elariel Graves

3 Level (0/2700 XP for level-up) Archaeologist Background Aasimar Race / Species / Heritage Chaotic Neutral Alignment
Wizard
Level 3
Hit Dice: 3/3
1d6-2 Class 1

STR 10

+0

DEX 12

+1

CON 7

-2

INT 16

+3

WIS 7

-2

CHA 9

-1

11
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
8
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
-2 Constitution
+5 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
-1 Deception CHA
+5 History INT
-2 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+0 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
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +5 1 Action 120 feet Instantaneous 1d10 V,S
 Notes:You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost +5 1 Action 60 feet 1 round 1d8 V,S
 Notes: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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Toll the Dead +5 1 Action 60 feet Instantaneous 1d8 or 1d12 V,S
 Notes:Target must succeed a Wisdom saving throw or take 1d8 necrotic damage. If target is missing any hp, takes 1d12 necrotic damage
Light +5 1 Action Touch 1 hour V,M
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Disguise Self +5 1 Action Self 1 hour V,S
 Notes:You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Find Familiar +5 1 Action 10 feet Instantaneous VSM
 Notes:You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Mage Armor +5 1 Action Touch 8 hours VSM
 Notes: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.
Ray of Sickness +5 1 Action 60 feet Instantaneous 2d8 V,S
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. 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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Spider Climb +5 1 Action Touch Concentration, up to 1 hour. VSM
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Hold Person +5 1 Action 60 feet Concentration, up to 1 minute. VSM
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Aasimar Features -


+2 and +1 to stats (+2 INT +1 DEX)


Aasimar mature at the same rate as humans, but they can live up to 160 years. (Medium size)


Dark Vision - Blessed with a radiant soul, your vision can easily cut through darkness. 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.


Celestial Resistance - Resistance to both necrotic and radiant damage.


Healing Hands - Touch a creature as an action to restore hit points equal to your level usable once per long rest.


Celestial Revelation - When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:


Necrotic Shroud - Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.


Archaeologist Feature -


Historical Knowledge - When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.


Wizard Features -


Arcane Recovery


You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


Sub-Class (Osteomancy) Features -


Brittle Bone Armor


Starting at 2nd level, you learn the basics of osteomancy, using it for protection. As a bonus action, if you're not wearing armor or wielding a shield, you can force a frame of bones out of your body to protect you. This grants you temporary hit points equal to 2 times your level in this class. This armor lasts for one minute, or until you lose the temporary hit points. While you have these temporary hit points, you gain resistance to slashing and piercing damage, and you gain a bonus to AC equal to one-third your level in this class (rounded down, minimum of 1). Once you've used this feature, you can't use it again until you finish a short or long rest.


Anatomical Expert


Also at 2nd level, your pursuit of osteomancy has required many hours studying the anatomy of a myriad of creatures. You gain proficiency in Medicine checks, and when you make a Medicine check, you gain a bonus to the check equal to your Intelligence modifier. In addition, when this check concerns a creature that possesses a skeleton, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.




Features & Traits

School supplies e.g. Pen, Paper etc.


Clothes you are wearing to school


Lucky Crowbar - Advantage on strength checks for 'leverage' e.g. opening doors






Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 13, Platinum: 0 Money

Speak, read, and write Common, Celestial and Infernal


Weapons - Daggers, Darts, Slings, Quarterstaff, Light Crossbow


Cartographer's tools (reading maps)





Languages & Proficiencies

I love a good puzzle or mystery


I have no qualms about stealing from the dead






Personality Traits

Greed - I won't risk my life for nothing. I expect some kind of payment.


Death Wish - Nothing is more exhilarating than a narrow escape from the jaws of death.


Danger - With every great discovery comes grave danger. The two walk hand in hand





Ideals

When given the choice of going left or right, I always go right.





Flaws

Elariel parents are archaeologists, specialising in forgotten civilisations and ancient burial practices. They've spent their lives travelling from excavation to excavation, opening tombs that had remained sealed for centuries and piecing together the stories of people whose names had long since vanished from history.


Elariel grew up among the dead. She learned to identify pottery fragments before she could properly write. She could distinguish ancient burial customs by the position of a skeleton and spent childhood afternoons drawing bones in the margins of her parents’ field notes. To her, skeletons were never frightening. They were evidence. Every bone belonged to someone. Her parents also taught her that archaeology was about preserving the past. What they were less fond of discussing was exactly how much of their work involved taking things that had been deliberately buried. They considered themselves scholars, not grave robbers, but Elariel gradually learned that the distinction was sometimes little more than a matter of vocabulary.


Then there was Elariel herself. She had never looked entirely mortal. Her skin carried a faint rainbow shimmer, her freckles were as dark as charcoal, and her eyes were unnaturally deep and luminous. Her parents initially believed these traits were simply the result of some unusual ancestry. Years later, they discovered otherwise. While excavating an ancient burial complex, they found references to a celestial guardian known as the Keeper Beneath the Stars. According to the inscription, this being watched over the dead and protected those whose stories had been forgotten. The inscription described a child who would one day inherit its blessing. A child who would be able to “command the bones, yet never forget the people within them.” The description matched Elariel. Her Aasimar heritage had awakened. But the discovery brought another revelation. She had always been able to sense something in bones. She could tell when a skeleton had been disturbed. She could recognise fractures and injuries almost instinctively. Sometimes, simply by touching a bone, she could understand something about the life of the person it once belonged to. Then, one day, the bones moved. At first it was only a finger. Then a hand. Then an entire skeleton slowly rearranged itself beneath her trembling fingers. Elariel had discovered Osteomancy. Elariel doesn't fear the dead, she finally understood what her parents’ work looked like from the other side.


Her Osteomancy became an extension of her archaeology. She could reconstruct shattered skeletons. Restore broken bones. Determine how someone had died. And, when necessary, make the bones of the dead move. Her celestial heritage gave her one command above all others: Do not let the forgotten remain forgotten. Elariel now walks between two worlds. To her parents, she is a promising young archaeologist. To scholars, she is an unnervingly gifted student of ancient remains. To the dead, she may be something altogether stranger. A pale figure with luminous eyes and a ghostly halo, standing among the ruins of forgotten civilisations with a skeleton moving obediently at her feet. She does not believe the dead belong to her. She believes she has a responsibility to remember them and use them to her will.



  • The Excavation: While excavating a prehistoric, subterranean tomb, you unearthed the fossilised skeletal remains of an ancient, forgotten celestial being (perhaps a dead angel or a celestial titan from a prehistoric war).
  • The Spark: The moment you brushed the dust off the bones, a residual spark of divine energy surged into you. This event awakened your dormant Aasimar lineage (revealing your divine heritage) and permanently bound your magic to the structure of bones (Osteomancy).
  • The Guide: Your Angelic Guide isn't a distant being in the clouds; it is a fragment of the spirit attached to those ancient bones, whispering secrets of history and anatomy into your dreams.

When you manifest your Brittle Bone Armor or cast osteomancy spells, the bone looks like polished, radiant ivory not decayed remains.





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

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.

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


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