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Professor Eldric Vantrel

3 Level (0/2700 XP for level-up) Sanctaphraxian Scholar Background Human Variant Race / Species / Heritage Lawful Neutral Alignment
Wizard (School of Evocation)
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
8
-1
DEX
14
+2
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
10
+0
24
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+3 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shocking Grasp 1 action Touch Instantaneous 1d8
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Lightning Lure 1 action Seld (15ft radius) Instantaneous 1d8
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
Mage Hand 1 action 30 ft 1 minute
 Notes: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 magical items, or carry more than 10 pounds.
Prestidigitation 1 action 10ft Up to 1 hour
 Notes: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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Mage Armor
 Notes:AC = 13 + Dex
Witch Bolt 1 action 30 ft Concentration, up to 1 minute 1d12 instantly + 1d12 per round (1 action)
 Notes:A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Shield 1 reaction, which you take when you are hit by an attack or targeted Self 1 Round
 Notes: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.
Thunderwave 1 action Self (15-foot cube) Instantaneous 2d8
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make 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, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave 1 action Self (15-foot cube) Instantaneous 2d8 +
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make 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, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
Shatter 1 action 60 ft Instantaneous 3d8
 Notes: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.
Levitate 1 action 60 ft Concentration, up to 10 minutes
 Notes:One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Variant Human Feat:

Elemental Adept (Lightning) — Lightning damage you deal ignores resistance, and reroll 1s on lightning damage dice.


Arcane Tradition: School of Evocation


  • Evocation Savant: Copy evocation spells for half the time and cost.
  • Sculpt Spells: When casting evocation spells, protect up to 2 creatures in area spells — they take no damage on successful saves and half on failed.

Arcane Authority

You can access restricted academic areas, libraries, or old labs in Sanctaphrax and other scholarly institutions. People recognize your credentials and status (whether with admiration or suspicion).




Features & Traits

  • Copper-threaded robes with built-in glyphs
  • Lightning sigil ring with embedded stormphrax (used as spellcasting focus)
  • Research journal containing storm data and spell theories
  • Sanctaphrax license medallion



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

Languagues: Common, Aetheric (academic dialect used in storm-scrolls)





Languages & Proficiencies

Professor Eldric Vantrel was born in the shadowed vaults of Sanctaphrax, his first breath taken beneath humming stormglass domes and rain-slicked copper tiles. The son of a low-tier Sky-Scholar, Eldric climbed the academic ranks with ruthless precision—outthinking rivals, surviving six tenure duels, and publishing The Electrogenesis Treatise by the age of 28.


Obsessed with the raw purity of skyfire (lightning), Eldric rejected the stagnant traditions of stone and cloud studies. Instead, he devoted himself to harnessing storms as conduits of arcane power. He built the Aetheric Conduit Array, a towering lightning-harvester that nearly broke from its moorings during a stormquake and electrocuted a dozen faculty members. The project was deemed “madness.” Eldric called it progress.


His body bears the cost of his obsession: gaunt from years of sleepless experimentation, partially deafened by thundercrack misfires, and perpetually buzzing with a low static charge. But in his eyes burns the light of storm-born truth. He believes the world is not crumbling—it is simply overloaded. And he intends to become the first man to control the sky.


Now exiled from the upper tiers of Sanctaphrax for "unregulated storm-channeling," Eldric wanders the Edge with a portable lightning array strapped to his back and a manifesto titled “On the Divine Structure of Skyfire” tucked beneath his robes. He seeks forgotten sky-nodes, rogue weatherfronts, and the final equation that will let him speak to the storm.





Notes


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