Athion Gaeus

4 Level (0/6500 XP for level-up) Criminal Background High Elf Race / Species / Heritage Lawful Good Alignment
Wizard
Level 4
Hit Dice: 4/4
1d6+3 Class 1

STR
10
+0
DEX
14
+2
CON
17
+3
INT
20
+5
WIS
12
+1
CHA
11
+0
30
Hit Points
+4
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+7 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+2 Deception CHA
+5 History INT
+3 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +4 STR 1d6 Bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Infestation 1 action 30ft instanataneous 1d6 VSM
 Notes:moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Infestation 1 action 30ft instanataneous 1d6 + VSM
 Notes:moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
Ray of Sickness +7 1 action 60 feet instanataneous 2d8+5 VS
 Notes:must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Infestation 1 action 30ft instanataneous 1d6 + VSM
 Notes:moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
Ray of Sickness +7 1 action 60 feet instanataneous 2d8+5 + VS
 Notes:must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn
Phantasmal Force +7 1 Action 60ft (10ft cube) oncentration, 1 Minute 1d6 VSM
Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Improved Minor Illusion
When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.


You always know which way is north.

You always know the number of hours left before the next sunrise or sunset.

You can accurately recall anything you have seen or heard within the past month.

Features & Traits
• a backpack

• a book of lore

• a bottle of ink

• an ink pen

• 10 sheets of parchment

• a little bag of sand

• a small knife.

Arcane focus

Spell book

Common clothes

Crowbar

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Elf, Common

Languages & Proficiencies
laisk, natukene ennast täis, kasutab oma maagiat, et ära kasutada inimesi. Usub, et sai Tarmoga kokku

Personality Traits
28 kulda
<span class="line-spacer d-block"> </span>
Schvester Lieberhaber

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

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Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: SM
Materials: a bit of fleece
Duration: 1 minute
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.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Infestation

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a living flea, or focus
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A piece of cured leather, or focus
Duration: 8 hours
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.
Available for: Sorcerer, Wizard

SRD

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instanataneous
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
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
Available for: Sorcerer, Wizard

SRD

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A drop of mercury, or focus
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Available for: Wizard

SRD

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Wizard

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Acquisitions Inc.

Distort Value

1-level Illusion

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal
Duration: 8 hours
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
At higher levels: When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Player's Handbook p264

Phantasmal Force

2-level Illusion

Casting Time: 1 Action
Range/Area: 60ft (10ft cube)
Components: V, S, M
Materials: A bit of fleece
Duration: Concentration, 1 Minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Available for: Bard, Sorcerer, Wizard, The Archfey, The Great Old One, The Genie, The Undead

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d8 for each level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft
Components: S
Duration: Instantaneous

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.

Replacement Series

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.   The blast spreads around corners and ignites flammable objects that aren't being worn or carried.
At higher levels: When you cast this spell 4th level or higher, the damage increases by 1d6 for each level above 3rd.
Available for: Sorcerer, Wizard

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