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Ezra Snow

10 Level (0/85000 XP for level-up) Background Race / Species / Heritage Alignment
Warlock/ Great Old One
Level 10
Hit Dice: 10/10
1d8+1 Class 1

STR
8
-1
DEX
9
-1
CON
12
+1
INT
10
+0
WIS
11
+0
CHA
20
+5
120
Hit Points
+3
Initiative (DEX)
12
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
-1 Dexterity
+5 Constitution
+0 Intelligence
+4 Wisdom
+5 Charisma
saving throws
-1 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+9 Deception CHA
+0 History INT
+0 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
shortsword +5 CHA
light crossbow +5 CHA
Attacks
Size: Demi-Djinn are similar in size to humans. Your size is Medium

Speed: Your base walking speed is 30 feet.

Miracles: As a descendant of genies, you have the ability to invoke minor miracles. Starting at 3rd level, you can use an action to request a limited wish, called "Miracles." You can ask the DM for something that can be achieved by a spell of 5th level or lower. The DM then determines the outcome based on your character level. Roll a d100, and if the result is equal to or lower than your character level, the wish is granted. You can use this feature once per long rest, once it is successful.




Djinni (Black/Yellow) (Air) Air Resistance: You have resistance to thunder or lightning damage (Your choice).

Wind Rider: You have advantage on saving throws against being knocked prone, and you can move through non-magical difficult terrain.

Zephyr Step: You can cast the Gust cantrip. Starting at 3rd level, You can cast the Feather Fall spell once per day without expending a spell slot. Starting at 5th level, You can cast the Levitate spell once per day without expending a spell slot. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with

Features & Traits
Leg-Gyropliers - Your legs have been implanted with advanced gyroscopic technology, granting you enhanced precision and agility in your movements. The Leg-Gyropliers implant provides the following benefits:

Increased Walking Speed: The gyros in your legs enhance your mobility, allowing you to move with incredible swiftness. Your walking speed increases by 10 feet, allowing you to cover greater distances in combat and exploration.

Initiative Bonus: The gyroscopic stability of your Leg-Gyropliers implant improves your reflexes and reaction time. You can add your proficiency modifier to your initiative checks, reflecting your enhanced ability to quickly assess and respond to situations.

Acrobatic Maneuvers: The gyroscopic technology grants you greater control over your movements, enabling you to perform acrobatic feats with precision. You have advantage on Dexterity (Acrobatics) checks when attempting jumps, flips, or other athletic maneuvers that rely on your legs.
-
Monowire Whip: This implant replaces one of your ligaments with a flexible, monofilament wire that acts as a deadly weapon. This implant offers the following benefits:

Scaling Damage: The Monowire Whip's damage increases as you gain levels in your character progression. Starting at 1st level, it deals 1d4 slashing damage. At 4th level, the damage increases to 1d6. At 8th level, it increases to 1d8, and finally, at 12th level, the damage reaches its peak at 1d12 slashing damage.

Reach and Finesse: The Monowire Whip possesses a flexible design, allowing you to strike targets within 10 feet of you. It also has the finesse property, enabling you to use your Dexterity modifier instead of Strength for attack and damage rolls when wielding it.

Versatile and Precise: The Monowire Whip's razor-sharp edge allows for precise strikes. You have advantage on attack rolls against unarmored targets and objects.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard's black tentacles
5th dominate person, telekinesis

Cantrips: Eldrich Blast,Mind Sliver,,Chill touch, Minor Illusion



Spells: Bane, Hellish Rebuke, Hex, Arms of Hardar, Counterspell, synaptic static, Dispel Magic, SIckening Radience, Mirror Image, Witch bolt , Charm Person

RipperDoc
You have prof and expertise in medikits
On a long rest, you can alter a yourself or another creatures cybernetic giving them an additional bonus for the next 8 hours, you can choose one of the following;
+2 AC
+10 hit points
prof in a save

Eldrich Evocationc: Agonizing Blast,, Lessons form the first ones, Eldrich spear, Pact of the blade,, maddening hex, Life Drinker, Thirsting Blade

Notes


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