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Aude Vaisselle

3 Level (0/2700 XP for level-up) Charlatan Background Yuan-Ti Race / Species / Heritage Lawful Neutral Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
11
+0
DEX
14
+2
CON
15
+2
INT
12
+1
WIS
12
+1
CHA
20
+5
24
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
2 / 100
Years Left
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+7 Deception CHA
+1 History INT
+1 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Staff +2 STR 1d6 bludgeoning
 versatile (1d8)
Attacks

Spell Book

If I could turn back time
At 1st level, you learn how to reverse the flow of time and switch timelines. As a reaction to taking damage, you can instead ignore the damage and teleport to an unoccupied space within 10ft of you.

Law of Equality
At 1st level, your remaining lifespan is set to 100 years from when you make the pact with the Timekeeper, regardless of your race or current lifespan. Additionally, you are acutely aware of your own mortality and know exactly how many years you have left at all times.

Time Thief
At 1st level, you can attempt to steal a little of someone's time. Once per turn as a bonus action, when you deal damage to a creature with a spell or fail a saving throw against your spell, they much make a Charisma saving throw against your spell save DC. On a failed save, their lifespan is reduced by 1 year and your lifespan is increased by 1 year. If the creature dies from the damage of the spell, they automatically fail the saving throw.

Features & Traits

  • Crystal Necklace

  • A disguise kit

  • A set of fine clothes

  • 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: 15, Platinum: 0 Money

  1. One of my eyes holds a moving fractal timpiece in it, which glows slighty.

  2. Clocks freeze when I am near. They quickly catch up as soon as I leave.

  3. Sand swirls at my feet when I cast spells



Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

PHB

Eldritch Blast

0-level (Cantrip) Evocation

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

beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Wizard

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

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

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

PHB

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, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Control Flames

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 60 ft.
Duration Instantanious or 1 hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.   • You instantaneously extinguish the flames within the cube.   • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.   • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.   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): Druid, Sorcerer, Wizard

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

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

Level 2 Spells

PHB

Suggestion

2-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 8 hours
Components V M
Materials (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you descried tot he best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.

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

Saving ThrowWisdom

Player's Handbook

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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

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