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Joey Stormweaver (Mas)

1 Level (0/300 XP for level-up) Half Blood - Book Worm Background Human Ravenclaw Race / Species / Heritage Neutral Good Alignment
Technique Caster
Level 1
Hit Dice: 1/1
1d6+0 Class 1

STR
12
+1
DEX
13
+1
CON
10
+0
INT
15
+2
WIS
14
+2
CHA
8
-1
6
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
20/40/0
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Action Points
3 / 3
Focus Points
5 / 5
Hero Points
2 / 2
Plot Points
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+0 Constitution
+4 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
-98 Animal Handling WIS
-98 Arcana INT
+1 Athletics STR
-1 Deception CHA
-98 History INT
+4 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
+2 Magical Creatures WIS
+2 Potion Making INT
+2 Herbology INT
+2 Muggle Studies INT
+4 Magical Theory INT
skills
+2 Medicine WIS
-98 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-98 Religion INT
+3 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +3 STR 1d4+1 Bludgeoning
Attacks

Spell Book

Ability Score Increase. Your Intelligence score, Wisdom score, and one other ability score of choice increase by 1.
In-Depth Knowledge. Whenever you make an Intelligence or Wisdom ability check that lets you add your proficiency bonus, you can treat a d20 roll of 5 or lower as a 6.
Rowena's Library. You can easily research a desired topic through enlisting your housemates' help and browsing books exclusively found in the Ravenclaw common room.

Anatomy Textbook. Your knowledge of the inner workings of a creature make your transfigurations easier. If a Transfiguration spell must be cast at a higher level to involve a living creature, you can involve a living creature and consume a spell slot one level lower than what's required.

Detecting Traces (weakness/strength): You've learned to feel magic and recognize styles of spells and curses. Using concentration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn the associated spell's school of magic, if any. This ability can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt.
With your "blindness" your detecting traces is enhanced which allows you to see these finer details with an outline of the object, creature, and person. The ability can be turned on and off at will no action required. When viewing any centiant creature you will be able to recognize their magical "scent". You can still only see 30' at level 1 but as you increase your skills it will increase the distance you can see.

Wand Reactions (strength): Your pheonix feather wand will "react" more offten then "rare" especially if you are in real danger.

Features & Traits
You start with the following equipment, in addition to the equipment granted by your background: a wand, a student'spack, a winter cloak, and a magical pet of your choice.

Standard Student's Pack. Includes a standard schoolbag, 3 sets of plain work robes (black) with name tags sewn in, a plain pointed hat (black), 2 10-foot rolls of parchment, 3 quills, and 2 bottles of black ink. When receiving this pack for the first time, it also includes a pouch containing 15 sickles.

Wand - Beachwood, Pheonix Feather, Unyealding, 12.5"
Bookworm - JK Rowlings books of creation alteration of spells, simple book of the laws of magic by Mr Riddle,

Pet - Owl, Barn

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

Languages & Proficiencies
Blindness, refuses to tell anyone

Distracted easily with "hand held" magical mechanical objects when left alone.

Flaws
Job: Farmer
Works: 12:00pm to 4:00pm
Born June 23rd.


James: Father: wizard pureblood
Knows (you know what)
Job: Magical Law Enforcement Patrol in the ministry of magic
Works: 8:00am to 4:30
Born February 7th.



Jacob: brother: wizard
Vaguely knows (you know what)
One year older than Joey was born April 10th.


Johny: brother: wizard
Doesn’t know (you know what)
one year younger than Joey born September 5th.
(all the Stormweavers have engineer brains)


Friend Joseph Ollivander: Joey: wizard
Vaguely knows (you know what)
Same year as Joey born March 1st.



Player Character: Joey Stormweaver (Mas) loves to expiriment with magic and magical items. Even though he's underaged he still tries to sneak away and figure out what he can about magic. He is blind from birth but can "see" the flow of magic all around him even through walls. His father has secrectly taught him a spell so he can read books (Colovaria legibilus).  

House: Large farm house that is located on the other side of the river from the town they live near River Wood.

Bedroom:  Is organized clean with a deasent amount of magical items like sneaker scopes and clocks that should the time with planets, etc. 

Parents: Father is James Stormweaver works for the ministry of magic in Magical Law Enforcement Patrol. His mother cares for the farm at home.

Siblings: He has several siblings, Jacob is one year older than him and has been at Hogwarts for a year already.  Jocob is offeten the one who would get the three brothers into trouble through some adventure.   Johny is another brother that is one year younger than him and is the scared one who doesn't want to get into trouble.

Friends: Best friend is Joseph Ollivander who is a wizard and will be attending Hogwarts with him.  He is also friends with 2 other players Shay Weasley and Aurora Lovegood.

Notes


Confusing Concoction

Potion

Common

First Year Potion   When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.

1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol


Weight: .5 lb




Forgetfulness Potion

Potion

Common

First Year Potion   When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.

1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water


Weight: .5 lb





Know Potions List


™ & © 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

Watchful Eagle

Wondrous Item

Legendary

  • Enhanced Defense: The ring increases the wearer’s AC by 1.
  • Wisdom’s Protection: Grants advantage on saving throws against being charmed or frightened.
  • Keen Insight: Once per day, the wearer can activate the ring to gain advantage on an Investigation check, its eagle eyes glowing briefly with magical energy.
  • Heritage Connection: The ring carries subtle enchantments linked to the families magical expertise, lending an aura of calculated wisdom, giving you +1 to Wisdom.

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A finely crafted silver ring bearing the head of an eagle, its eyes set with small blue gemstones that shimmer faintly in the presence of magic. The ring is enchanted to protect its wearer and enhance their intellect and instincts, a reflection of both the Ravenclaw legacy and the ingenuity of Joey's great-grandfather, who crafted the ring long ago.


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A letter came with the ring on Joey's birthday:
My Dearest Joey,

As you begin another year at Hogwarts, I want you to know how proud I am of the young man you are becoming. I know the path you walk isn’t always easy, and I admire the quiet strength you carry with you each day.

This ring, the "Ring of the Watchful Eagle," is a family heirloom crafted by your great-grandfather. He was a man of immense talent and vision, someone who understood the value of seeing the world in ways others could not. He poured his skill, wisdom, and determination into this ring, not only as a tool but as a symbol of our family’s enduring legacy.

It is said the eagle’s eyes see truths hidden from others, cutting through distraction to focus on what truly matters. I hope this ring will help you as it helped him—granting you protection, clarity, and the ability to pursue knowledge and justice, no matter the challenges ahead.

Remember, the most important truths often lie just beneath the surface, waiting for those with the courage to seek them. Trust in yourself, Joey, and know that even if I am not by your side, my faith in you is unwavering.

With all my love,
Dad


Weight: .5 lb

The statblocks of your class features

Technique

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier
armor proficiencies: -
weapon proficiencies: -
tools:
saving throws:
skills:
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background: a wand, a student'spack, a winter cloak, and a magical pet of your choice.
spellcasting:
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You must use a wand as a spellcasting focus for your spells. Your spell slot progression is the standard for full casters (22 slots at level 20). Additionally, when you gain a level in this class, you can choose two of the cantrips or spells you know and replace them with two new cantrips or spells, which also must be of a level for which you have spell slots.
class features:
Spell Deflection At 3rd level, when you are the target of a spell or included in the area of a spell, you can deflect the spell as a reaction. The spell must be on your list of known spells and you spend a number of sorcery points equal to twice that spell's level. Upon deflection, you automatically succeed on your saving throw against the spell and you can direct the spell's effect to a creature within 10 feet of you, if desired. If the spell does not have a saving throw, it has no effect on you. If a creature was also targeted by the spell or included in the area of the spell, you cannot redirect the spell to that creature   Font of Magic, Metamagic, and Ability Score Improvement Unless differences are shown in the Technique class table, a Technique caster has all Font of Magic, Sorcery Points, Flexible Casting, Metamagic, and Ability Score Improvement class features from a 5e Sorcerer.   Apparition Lessons When you reach 9th level, you gain the Apparition ability.   Sorcerous Restoration When you reach 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:
LevelProficiency BonusFocus PointsMetamagicFeatures
1st+23--Font of Focus, School of Magic
2nd+231Metamagic
3rd+242Metamagic, Spell Deflection
4th+252Ability Score Improvement

Statblocks for your familiars, mounts etc.

Pet Owl (Archimedes)

Tiny bird,
Armor Class: 11
Hit Points: 1hp (1d4-1)
Speed: 5 ft. , fly: 60 ft. , can hover

STR

3 -4

DEX

13 +1

CON

8 -1

INT

4 -3

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +3
Senses: Darkvision 120 Ft., passive Perception 13

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Magical Post. When given a note, letter, or package, the owl will magically know the location of the recipient and fly to deliver the letter.

The old British superstition that it is unlucky to see owls flying by daylight is readily explained, for when wizards break cover to send messages by day, something dramatic must be afoot in the magical world. As a (mostly) nocturnal bird of prey, the owl is inevitably seen as sinister by Muggles, but they are faithful servants and the most common method used by wizardkind across the world for magical communication. The advantages of owls as messengers are those very qualities that make them suspicious to Muggles: they operate in the darkness; they have exceptionally well-developed night vision; and are agile and stealthy. Whether because they possess an innate magic or their ancestors have been trained for it, owls learn very quickly and thrive on tracing the witch or wizard for whom their letters are intended. Trained owls are expensive, and it is quite usual for a wizarding family to share a single owl, or else only use Postal owls. However, when a witch or wizard has their own personal owl, they can enjoy the convenience of sending anyone a letter or package for free.

Statblocks for race/species of the character.

Ravenclaw

ability score increase: Your Intelligence score, Wisdom score, and one other ability score of choice increase by 1.
age:
Size: Medium
speed: 20ft
Languages:
race features:
Whenever you make an Intelligence or Wisdom ability check that lets you add your proficiencybonus, you can treat a d20 roll of 5 or lower as a 6.   Rowena's Library. You can easily research a desired topic through enlisting your housemates' help and browsing books exclusively found in the Ravenclaw common room.
Ravenclaws prize wit, learning, and wisdom. It's an ethos etched into founder Rowena Ravenclaw's diadem: 'wit beyond measure is man's greatest treasure.' Despite the house's reputation for eccentricity and reclusiveness, Ravenclaws tend to make their mark on the world. Ravenclaw's house colors are blue and bronze   A Systematic Mind Ravenclaws construct systems to test their decisions against before they feel comfortable calling something right. Their systems give them a way to frame the world and a confidence in their ability to interact with it. Ravenclaws do not lack intuition, but often distrust gut instinct. Although they go about it differently, a Ravenclaw can be just as morally motivated as a Gryffindor.   Contingency Planners Ravenclaws plan. They collect information, they strategize. They have tools. They run hypotheticals and try to plan ahead for things that might come up. They build things (of varying degrees of actual usefulness) that they can use later, whether that’s an emergency supply pack or vast knowledge in a niche topic. They feel less at home in improvisation and more comfortable taking the time to be prepared.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

The Unlocking Charm

Alohomora

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Duration: Instantaneous
Choose a door or window that you can see within range, that uses mundane or magical means to prevent access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.    If you choose a target that is held shut with Colloportus, that spell is removed.   When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.
Available for: Wizard

The Airway Clearing Spell

Anapneo

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 30ft
Duration: Instantaneous
A being's airway is cleared and they are assisted in breathing. If used on a living being that has 0 hit points, the beingbecomes stable.

The Sticking Spell

Epoximise

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Duration: 1 hour
One non-magical object or magical construct of your choice that you can see within range and that fits within a 1-foot cube is vanished. Vanished objects have been described as being transfigured to go "into non-being, which is to say, everything." Vanishing is often seen as the magical inverse of conjuration.
At higher levels: When you cast this spell using a spell slot of 1st level or higher, the cube's size increases by 1 foot for each slot level above 0.
Available for: Wizard

The Wand-Lighting Charm

Lumos/Nox

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Duration: Until Dispelled
Upon muttering the incantation, the tip of your wand sheds bright light in a narrow 15-foot cone and dim light for an additional 15 feet, much like a flashlight. The light is a bright white with a slight bluish tint. Completely covering the tip of your wand with something opaque blocks the light. The spell ends if you dismiss it with the nox incantation, as a bonus action.
Available for: Wizard

The Flower-Conjuring Spell

Orchideous

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10ft
Duration: Instantaneous
You conjure a blooming flower, bouquet, or wreath in the desired location within range.
Available for: Wizard

Level 1 Spells

The Knockback Jinx

Flipendo

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Duration: Instantaneous
The spell feels like a very heavy blow, sharply throwing a creature from its standing position to the ground. Choose a being you can see within range to make a Strength saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, is knocked back a number of feet equal to five times your spellcasting ability modifier, and is knocked prone. On a successful save, the creature takes half as much damage, is knocked back 5 feet, and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the knockback on a failed save increases by 5 feet for each slot level above 1st.
Available for: Wizard

The Full Body-Bind Curse

Petrificus Totalus

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Duration: 1 minute
This spell makes a being's arms and legs snap together, and it will fall down, stiff as a board. Make a ranged spell attack against a being within range. On a hit, the target is knocked prone and paralyzed for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target a beast instead of a being.
Available for: Wizard

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


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