Aoi

1 Level (0/300 XP for level-up) student dowser Background Henicopi Race / Species / Heritage Alignment
wizard
Level 1
Hit Dice: 1/1
1d6+1 Class 1

STR
11
+0
DEX
12
+1
CON
12
+1
INT
15
+2
WIS
12
+1
CHA
11
+0
7
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+0 Deception CHA
+4 History INT
+1 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 DEX 1d6+1 blud
 versatile, 5ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Spellcasting, Arcane Recovery, Fly, Spider Climb, Powderpuff:


As a Bonus Action, you can flap your wings to produce a cloud of obscuring scale dust that lasts for one minute; a Gust of Wind spell or similar effect disperses it early. The cloud is a 10 ft. sphere centered on where you are at the time you use this trait. The cloud Heavily (fully) Obscures everything within its area. (See the rules for Heavily Obscured.)


Fanciful Wings: advantage on persuasion checks, Bug Hearing: You have sound-based Blindsight out to 30 ft. You have Advantage when making Perception checks using hearing.


arcana fundementum: Your Master/School have given you a writ of permission to enter and seek knowledge at all places of arcane learning (not all libraries, however) that recognize your mentor/home's pedigree. In addition, you're well versed in the theories of basic magic and receive advantage on checks to determine the effects of spells and enchantments.




Features & Traits

quarterstaff, component pouch, spellbook, scholar's pack, dowsing rod (While holding a Dowsing Rod(/item?), a creature can use its Action to begin Dowsing. By default, dowsing is used to locate a body of water but with focus and training, or using Dowsing Rings, other things may be sought out.


Range: Dowsing has a range of 200 ft.(?)


Seeking magic, spirits, and entities takes more focus to do. A creature that is Dowsing can make a Survival check (the DC depends on what is being searched for, as determined by the DM). After making a successful Survival check, the creature must maintain Concentration for as long as they wish to continue dowsing for that target. If they lose Concentration, they must attempt a new check to search for that target. A creature can attempt this check only once per Short Rest.)


small gold pouch, dowser student robes




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money

Hoomsh, Henicopian, alchemist's tools





Languages & Proficiencies



My mind has no brakes and neither does my mouth.



Personality Traits

Freedom. Beware any who try to chain your creativity, they are seldom (if ever) right. (Chaotic)





Ideals

My story will not be as musty and ancient as those I learned in school.





Bonds

My pursuit of knowledge and lack of experience often leave me in risky situations.




Flaws


™ & © 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

Quarterstaff

Weapon Versatile Common

Type Damage Damage Range Properties
Simple Melee 1d6 / 1d8 Bludgeoning Melee (5 ft) Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD

Component Pouch

Adventuring Gear Common

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Cost: 25gp Weight: 2lb


 

DnD 5 SRD

Scholar's Pack

Adventuring Gear Common

Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Cost: 40gp Weight: 12lb


 

DnD 5e SRD

Spellbook

Adventuring Gear Common

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Cost: 50gp Weight: 3lb


 

The statblocks of your class features

Wizard (Conjuration)


Hit Points

Hit Dice: d6 per Wizard (Conjuration) level
Hit Points at first Level: 6+ your Constitution Modifier
Hit Points at Higher Levels: 1d6!<=1 +your Constitution modifier per Sorcerer level after 1st (minimum of 2 on the roll)

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Overview & Creation

Level Proficiency Bonus Features Cantrips Known
1 +2 Spellcasting, Arcane Recovery 3
2 +2 Arcane Tradition : Conjuration, Tradition Feature : Conjuration Savant, Tradition Feature : Minor Conjuration 3
3 +2 3
4 +2 Ability Score Improvement 4
5 +3 4
6 +3 Tradition Feature : Benign Transportation 4
7 +3 4
8 +3 Ability Score Improvement 4
9 +4 4
10 +4 Tradition Feature : Focused Conjuration 4
11 +4 5
12 +4 Ability Score Improvement 5
13 +5 5
14 +5 Tradition Feature : Durable Summons 5
15 +5 5
16 +5 Ability Score Improvement 5
17 +6 5
18 +6 Spell Mastery 5
19 +6 Ability Score Improvement 5
20 +6 Signature Spells 5

 


Class Features

Level 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.  

Level 2

Arcane Tradition: Conjuration

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.  

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes any damage.  

Level 3

 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

 

Level 6

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

 

Level 10

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.  

Level 15

 

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Level 19

 

Level 20

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

 


Spellcasting

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.  

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.   The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.  

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.  

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.  

Spell Slot Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 4 2 - - - - - - -
4 4 3 - - - - - - -
5 4 3 2 - - - - - -
6 4 3 3 - - - - - -
7 4 3 3 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 3 1 - - - -
10 4 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 3 3 3 2 1 - - -
13 4 3 3 3 2 1 1 - -
14 4 3 3 3 2 1 1 - -
15 4 3 3 3 2 1 1 1 -
16 4 3 3 3 3 2 1 1 -
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


Subclass Options

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.   Sources: Player's Handbook

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

Xanathar's Guide to Everything

Infestation

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S,M (a live flea)

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).

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

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

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.

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

Xanathar's Guide to Everything, page 152

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components Verbal, Somatic

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Wizard, Sorcerer, Artificer

Level 1 Spells

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

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

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


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ildrei.

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Character Sheet (2020)

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