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Vayu

4 Level (0/6500 XP for level-up) Abenteurer Background Air Genasi Race / Species / Heritage Chaotic Neutral Alignment
Warlock
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
8
-1
CHA
18
+4
27
Hit Points
+3
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
35/70/0
Speed (walk/run/fly)
9
Passive Perception
2 / 2
Pact Slot lvl 2
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+6 Deception CHA
+0 History INT
-1 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
+6 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +1 STR 0-1 Bludgeoning
Dagger +5 DEX d4+3 Piercing
 Simple, Finesse, Light, Thrown, Range (20/60)
Handaxe +1 STR d6-1 Slashing
 Simple, Light, Thrown, Range (20/60)
Crossbow, light +5 DEX d8+3 Piercing
 Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)
Eldritch Blast +6 CHA d10 Force
 Range 120ft, V, S
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6 1 Action 120ft Instant d10 V/S
Shocking Grasp +6 1 Action Touch Instant d8 V/S

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +6 1 Action Self 15ft Cone Instant 3d6 + V/S
Hellish Rebuke +6 1 Reaction Instant 2d10 + V/S

Warlock Pact of the Genie



Magical Cunning
Once per Long Rest, you can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.

Genie’s Vessel
Bottled Respite: 1 Action/Long Rest
As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

Genie's Wrath (Efreeti)
Once during each of your turns when you hit with an attack roll, you can deal an extra 2 fire damage to the target.

Invocations


Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Beast Speech
You can cast speak with animals at will, without expending a spell slot.

Pact of the Chain
You learn Find Familiar and can cast it as a Magic action without expending a spell slot.
When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its Reaction.

Air Genasi


Darkvision
You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.

Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.

Lightning Resistance
You have resistance to lightning damage.

Mingle with the Wind
You learn shocking grasp. At 3rd level you can cast feather fall, and at 5th level you can cast levitate, without requiring material components. Once you cast either spell, you can’t cast that spell again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Your spellcasting modifier is Charisma.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell Save DC: 8+Prof+Cha= 14
Spell Attack Modifier: Prof+Cha= +6
Spells Prepared: 6
Pact Slots: 2x lvl2
Spellcasting
Armor
Light Armor

Weapons
Simple Weapons

Tools
Cartographer's Tools

Languages
Common, Infernal, Primordial

Languages & Proficiencies
Ich ändere meine Stimmung oder meine Meinung sehr schnell. Ich achte nicht auf die Risiken einer Situation. Erzähl mir niemals, wie meine Erfolgschancen sind.

Personality Traits
Die Gedanken und alle Lebewesen sind frei, wir sollten uns nicht in Normen und Regeln unterordnen.

Ideals
Ich werde meinen Vater und meine Liebe retten, denn ich bin für verantwortlich.

Bonds
Ich habe noch nie ein Buch zu Ende gelesen oder etwas anderes wirklich zu Ende gebracht.

Flaws


™ & © 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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Level 0 Spells

PHB: P. 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1*D10 force damage.
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.
Available for: Warlock

PHB: P. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. 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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 275

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

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 1*D8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

PHB: P. 220

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 feet Cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid (Wildfire), Sorcerer, Wizard

PHB: P. 239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or piece of down
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2*D10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1*D10 for each slot level above 1st.
Available for: Warlock

Level 2 Spells

PHB: P. 279

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, M
Materials: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, Concentration, up to 8 hours

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 purses the course of action you described to the 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 preformed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

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