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Cosereth Vis Tashalatora in Dungeons & Dragons 5e

Cosereth Vis Tashalatora

3 Level (2700/2700 XP for level-up) Criminal Background Kalashtar Race / Species / Heritage Lawful Neutral Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 15

+2

DEX 15

+2

CON 14

+2

INT 19

+4

WIS 13

+1

CHA 12

+1

24
Hit Points
+4
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+2 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+3 Deception CHA
+4 History INT
+1 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +2 STR 3+2 Bludgeoning
 (Range 5 ft)
Thunderwave +4 INT 2d8 Thunder
 (Range 15 ft cube)
Shocking Grasp +4 INT 1d8 Lightning
Magic Missile +4 INT 1d4+1 Force
 (Range 120 ft)
Utilize Caltrops +2 DEX 1+2 Piercing
 (Range 5 ft)
Oil (Creature or Object) +2 DEX 5+2 Fire
 (Range 20 ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 minute Touch Instantaneous
 Notes: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, but it can't restore magic to such an object.
Dancing Lights 1 round 120 ft Concentration, up to 1 min
 Notes:You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.
Shocking Grasp +6 1 round Touch Instantaneous 1d8
 Notes:Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Feather Fall Reaction 60 ft 1 minute
 Notes:Reaction, which you take when you or a creature you can see within 60 feet of you falls. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Thunderwave 1 round Self (15 ft cube) Instantaneous 2d8
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Magic Missile 1 round 120 ft Instantaneous 1d4+1
 Notes:You create three glowing darts of magical force. Each dart strikes 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.
Disguise Self 1 round Self 1 hour
 Notes:You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Magic Item - Bag of Holding


Magic Item - Cap of Water Breathing


Magic Item - Returning Weapon


Magic Item - Wraps of Unarmed Power


Replicate Magic Item


Spellcasting


Tinker's Magic





Features & Traits

Studded Leather Armor


Dagger


Crowbar


Torch


Backpack


Traveler's Clothes


Thieve's Tools


Tinker's Tools


Leatherworker's Tools


Smith's Tools





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 37, Platinum: 0 Money

Weapons - Simple


Languages - Common, Telepathy (range 10 times level in feet), Thieve's Cant, Common Sign Language





Languages & Proficiencies

Mother, Father, Two Older Brothers Relationship - Good, but not currently in contact due to them being in jail after being arrested for arms dealing/criminal activity (family business). Competitive sibling relationship, but at the end of the day it's them against the world.





Bonds

Cosereth resides in Constantin where they have a small weapon making/repair shop. They have access to their family's fortune, but choose not to use it unless necessary and are currently laying low after the rest of their family was arrested and sent to prison. A jailbreak is not out of the cards, but is not a priority as she trusts their connections and skills to keep them safe. Cosereth specializes in armor and close range weapons, in particular covert weapons that can be disguised as everyday items.





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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kalashtar

Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.

Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.

ability score increase:
age:
alignment: Neutral
Size: Medium
speed: 30 ft
Languages: Common
race features:

Creature Type: Aberration

Dual Mind. You have Advantage on Wisdom and Charisma saving throws.

Mental Discipline. You have Resistance to Psychic damage.

Mind Link. You have telepathy with a range in feet equal to 10 times your level. When you’re using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1 hour or until you take another Magic action to end this effect.

Severed from Dreams. You can’t be the target of the Dream spell. In addition, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.

Description:

filter-Darkvision

No

filter-Defenses

Other, Yes, Resistance to Damage Type

filter-Innate Spellcasting

No

filter-Natural Armor

No

filter-Natural Attacks

No

filter-Proficiencies

All Skills

filter-Shape

Humanoid

filter-Size

Medium

filter-Special Senses

Yes

filter-Type

Aberration

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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