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Wosslandius Winkeldorf III

3 Level (0/2700 XP for level-up) Fledgling Merchant Background Gnome (with a little tiefling) Race / Species / Heritage Chaotic Neutral Alignment
Wizard (Illusionist)
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
8
-1
DEX
12
+1
CON
14
+2
INT
17
+3
WIS
10
+0
CHA
14
+2
20
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
10
Passive Perception
2 / 2
Arcane Recovery
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+5 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+2 Deception CHA
+3 History INT
+2 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 STR 1d6-1 bludgeoning
 Versatile 1d8
Attacks

Spell Book

Slightly larger than the average gnome with two horns (from a Tiefling kind of background).

Features & Traits
Artisan's Tools (Gambling Set)
Merchants Scales
Set of fine clothes
Belt pouch
Quarterstaff
Arcane Focus
Spellbook
Scholars Pack

  • 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.



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Gnomish, and Dwarven

Languages & Proficiencies
In order to prosper, you have to be in control.

I'm not keen on adventuring, but need money.

Personality Traits
Wealth (success)

Ideals
Dad's fallen ill, i want to save the shop.

Bonds
Assume I'm smarter than anyone else.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

Level 0 Spells

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Sorcerer, Wizard

Unearthed Arcana

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60 ft
Duration 1 round
Components V

Damage Type: Psychic   Saving Throws: Intelligence   Description: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

At higher levels:
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Bard, Sorcerer, Wizard, Warlock

Level 1 Spells

Player's Handbook

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V,S,M (a pearl worth 10 gp and an owl feather)

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
 

Class(es): Artificer, Bard, Wizard

Basic Rules, pg. 284

Unseen Servant

1-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration 1 Hour
Components V, S, M
Materials A bit of string and a bit of a wood.

Damage Type: Control   Attack/Save Throw: None   Description: 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 servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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.

Class(es): Bard, Warlock, Wizard

PHB

Tenser's Floating Disk

1-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S, M
Materials A drop of mercury

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.

Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 hour
Range 10 feet
Duration Instantaneous
Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

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.   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.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. 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.   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.

Class(es): Wizard

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Class(es): Sorcerer, Wizard

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits 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.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Level 2 Spells

PHB

Web

2-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials a bit of spiderweb

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Apparently you can even use stat blocks in suggestions...

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Here is another statblock as a demonstration

Class(es): Sorcerer, Warlock, Wizard

Player's Handbook

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Player's Handbook, 260

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Damage Type: Teleportation   Attack/Save Throw: None   Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Paladin

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


Created by

V3rmouth.

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