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Vain

10 Level (0/85000 XP for level-up) Cityfolk Background Tiefling Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 10
Hit Dice: 10/10
1d6+3 Class 1

STR
13
+1
DEX
15
+2
CON
17
+3
INT
20
+5
WIS
13
+1
CHA
17
+3
90
Hit Points
+2
Initiative (DEX)
9
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+9 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+7 Deception CHA
+5 History INT
+1 Insight WIS
+7 Intimidation CHA
+9 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
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.

Chronal Shift
At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness
Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

Momentary Stasis
When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance
At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Features & Traits
(a) a quarterstaff

an arcane focus
a scholar's pack

A spellbook

Feats:

Initiative of High Sorcery- Nuitari

(Hex, Ray of Sickness)

You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes has been recognized, granting you these benefits:

Ambitious Magic. You learn one 2nd-level spell of your choice.(Blindness Deafness) The 2nd-level spell must be from the Enchantment or Necromancy school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Hellish Resistance

Dealer
You have access to the black market as part of your cybernetics. On a long rest, you can spend data to have the item deliver to you.
You have prof in Persuasion, Deception, and intimidation.



NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.



Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:

Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.

Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.

Languages & Proficiencies
SPELLS:

1st level

Mage Armor, Magic missile, Shield, Silvery Barbs
2nd level


Arcane Hacking, Immovable Object, Enlarge/Reduce
3rd level


Tiny Servant, Haste, Thunder Step
4th level

System Backdoor, Fabricate Greater Invisibility
5th level

Animate objects, Temporal Shunt

Bonds


™ & © 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.

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Joeyk.

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