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Maxwell Schulze

4 Level (0/6500 XP for level-up) haunted one Background Human age roughly 48 Race / Species / Heritage Neutral Good Alignment
warlock : genie
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
9
-1
DEX
14
+2
CON
13
+1
INT
15
+2
WIS
11
+0
CHA
20
+5
24
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+7 Deception CHA
+2 History INT
+0 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
advantage on checks involving plainer magic  

Agonizing Blast +cha to eldritch blast damage
Devil's sight can see in dark regardless of if it is magic 120 feet
fey touched Misty step and Gift of Alacrity

pact of the chain

Features & Traits
Healing potion (2d4 + 2)
fairy fire spell scroll
prayer of healing scroll

Equipment Copper: 21, Silver: 4, Electrum: 0, Gold: 8, Platinum: 0 Money
common, Primordial, elvish, dwarfish

Languages & Proficiencies


™ & © 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

Player's Handbook p237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
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 1d10 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.

Available for: Warlock

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1
Range/Area: 30
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.

Level 1 Spells

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal
Duration: 1 minute
Attack/Save: N/A
Damage/Effect: N/A
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

SRD

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
Available for: Warlock

Player's Handbook p284

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 60ft
Components: V, S, M
Materials: A piece of string and a bit of wood
Duration: 1 Hour

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.

Available for: Bard, Warlock, Wizard, Oath of Commerce

Level 2 Spells

Player's Handbook p260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self (30ft)
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

SRD

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VM
Materials: Bat fur and a drop of pitch, or piece of coal, or focus
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

SRD

Instant Snare

2-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: a loop of twine
Duration: 24 hours
Attack/Save: Dexterity
You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Larger or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.
Available for: Ranger

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