Brie Bayleaf

3 Level (0/2700 XP for level-up) Guild Artisan Background Ratmen Race / Species / Heritage Neutral Good Alignment
Wizard
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
13
+1
20
Hit Points
+3
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
22
Passive Perception
Spellcasting ...
+10 Attack mod
INT Ability
+3 Abi Mod
26 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+1 Deception CHA
+3 History INT
+1 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+5 Medicine WIS
+5 Nature INT
+1 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +4 STR 1d6 bludgeoning
Cheese knife +7 DEX 1d4+1+2 piercing
Meat tenderizer +4 STR 1d4 bludgeoning
 for nut smacking
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Prestidigitation Action 10 ft up to 1hr VS
 Notes:You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
True Strike Action Self Instant dependent on weapon choice S, M (weapon of choice)
 Notes:Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Mage Hand Action 30 ft 1 minute VS
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. The hand can’t attack, activate magic items, or carry more than 10 pounds.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +10 Action Self Instant Fire VS
 Notes:A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Comprehend Languages +10 Action or Ritual Self 1 hour VSM (a pinch of soot and salt)
 Notes:For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.
Detect Magic +10 Action or Ritual Self Concentration, up to 10 min VS
 Notes:For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Find Familiar +10 1 hour or Ritual 10 ft Instant VSM (incense)
 Notes:Summons Feta the Goat (fey). elepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Identify +10 1 min or Ritual Touch Instant VSM (a pearl)
 Notes:You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Magic Missile +10 Action 120 Ft Instant Force VS
 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.
Tenser's Floating Disk +10 Action or Ritual 30 ft 1 hr VSM (a drop of mercury)
 Notes: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.
Unseen Servant +10 Action or Ritual 60 ft 1 hr VSM (a bit of string and wood)
 Notes:This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +10 Action Self Instant Fire + VS
 Notes:A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Magic Missile +10 Action 120 Ft Instant Force + VS
 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.
Augury +10 1 min or Ritual Self Instant VSM (cheese)
 Notes:You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Locate Object +10 Action Self Concentration, up to 10 minutes VSM (a forked twig)
 Notes:Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Spider Climb +10 Action Touch Concentration, up to 1hr VSM (a bit of tar and a spider)(gross)
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Suggestion +10 Action 30 ft Concentration, up to 8 hr VM (a drop of honey)
 Notes:You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Padded armor, quarterstaff, dagger (for cheese), meat tenderizer (for nuts), spellbook, cheese journal, various herbs/spices, cook's utensils, alchemist's tools, brewing equipment, weaver's tools





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

Languages: Common, Draconic, Rat-Speak, Common Sign Language


Proficiencies: improvised weapons, artisan's tools, Survival, nature





Languages & Proficiencies


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

Bonkwizard69.

Statblock Type

Character Sheet (2020)

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