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Jet

9 Level (0/64000 XP for level-up) Far Traveler Background Novakid Race / Species / Heritage True neautral Alignment
Warlock - Death
Level 7
Hit Dice: 7/7
1d8+2 Class 1
Sorcerer - Clockwork
Level 2
Hit Dice: 2/2
1d8+2 Class 3

STR 12

+1

DEX 18

+4

CON 14

+2

INT 11

+0

WIS 10

+0

CHA 16

+3

84
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
40/80
Speed (walk/run/fly)
14
Passive Perception
3 / 3
SORCERY POINTS
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+8 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+7 Deception CHA
+0 History INT
+4 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pepperbox +8 DEX 1d10+4 Piercing
 Reload, Misfire
Musket +8 DEX 1d12+4 Piercing
 Ammunition (Firearms), (Range 40/120), Loading, Two-Handed
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
You can speak, read, and write Common, Elvish, Draconic.

Languages & Proficiencies
5,6 around 26ish no one can really tell, cause he's wearing what seems to be a suit to keep his gaseous form in. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium. Darkvision. Accustomed to the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Elemental Nature. Your creature type is both humanoid and elemental. In addition, you don't require air, food, drink, or sleep and are immune to diseases.
Faceless. You have a perfect poker face due to the brand that exists in place of what would be a face, and the ever-moving gas that makes up your body. When a creature that is not a novakid, makes a Wisdom (Insight) check against you to read your intentions, it is made at disadvantage.

Small Sun. As a radiant ball of compressed gas and heat you have a number of benefits. You know the produce flame cantrip, Dexterity is your spellcasting ability for it, you are resistant to fire damage, the space you occupy is considered bright light, you shed dim light in a 10-foot radius and as such you have disadvantage on Dexterity (Stealth) checks made to Hide.

Solar Flair. As an action, you can accelerate the process of fusion within yourself, causing your soft glow to become a searing light that radiates from you. You can maintain this flair for 1 minute or until you end it as a bonus action. During it, you shed bright sunlight in a 20-foot radius and dim sunlight for an additional 20 feet. In addition, when you use this trait you can force all creatures within 20 feet of you to make a Constitution saving throw or become blinded until your flair ends. An affected creature can repeat this saving throw if they end their turn outside of your radius, ending the effect on a success. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest.

Short Term Memory. Like most novakids, you suffer from short-term memory loss. Whenever you roll an Intelligence check, roll a 1d4, on a 1 you have disadvantage on that Intelligence check.

White Dwarf. Like the celestial bodies they take after, when you die, your body gives off a final flare before it breaks down, dealing fire damage equal to your level in a 5-foot radius. Your body then implodes inwards, shrinking your Medium-sized frame into nothing but your core, as well as leaving behind the charred, crumpled remains of your brand. Your core is a Tiny luminous resilient orb, that gives off light as per your Small Sun trait and will continue to do so for the next 10,000 years. For the purpose of spells and effects that would return to you to life, this is considered your body.

Born of Aether. You have resistance to necrotic damage.

Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Akimbo. You can engage in two-weapon fighting with a pair of light firearms, and can add your ability modifier to the damage of your offhand weapon.

Infusions:

Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Patron's Munitions
Prerequisite: 5th level, Pact of the Blade Feature

As a bonus action, your patron gifts you three bullets that you can use to load your current firearm you have summoned with your Pact of the Blade feature. When you use this feature, you can have any number of these bullets appear loaded in your firearm, provided there is space; otherwise, they appear in your hand.

These bullets have a +1 to hit and damage and have special properties based on your patron:

Hexblade: Targets hit by these bullets are treated as though they are under the effects of your Hexblade's Curse. You may only recover hit points from a single bullet per use of this invocation.
These bullets last for 1 minute or until fired from your firearm. Once you use this invocation, you can't use it again until you finish a long rest or expend a warlock spell slot, gaining a number of bullets equal to the spell's level.

Splitting Weapons
Prerequisite: Pact of the Blade Feature

When you choose to summon a pact weapon on your turn and it has the Light property, you can choose to summon a copy of it if you have another free hand. This copy disappears if you are no longer holding it at the end of a turn, if you summon a different pact weapon, if you dismiss it as a free action, or if you die. You may resummon this copy to your free hand as an action or a bonus action if you are still wielding the other light pact weapon.

In addition, when you engage in two weapon fighting with both of these pact weapons, you can add your ability modifier to the damage of the second attack.

Eldritch Ammo
Prerequisite: Pact of the Blade Feature

Weapons you summon with your Pact of the Blade feature no longer require ammunition and ignore the Loading property. If a weapon has the Reload property, you must use 1 action or 1 attack to fill the weapon with ammo.

Eldritch Firearm
Prerequisite: Pact of the Blade Feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, you gain access to a limited amount of firearms you are able to conjure as your pact weapon, based on your warlock level.

Level Weapons
3rd Palm Pistol, Pistol
5th Musket
9th Pepperbox, Blunderbuss
12th Bad News, Hand Mortar

Eldritch Smite

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

FEATS:

Gunner
Source: Tasha's Cauldron of Everything

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.


Sharpshooter
Source: Player's Handbook

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Mobile
Source: Player's Handbook

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

TCE

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (15-foot radius)
Components: Verbal
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
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

Player's Handbook

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: Verbal, Sommatic
Duration: Instantaneous
Damage/Effect: Force

A beam of crackling energy streaks toward a creature withing 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

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 minute
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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

XGE

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic
Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

Level 1 Spells

PHB

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: A bit of pork rind or butter
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Artificer, Sorcerer, Wizard

Level 2 Spells

Basic Rules (2014) - Modified

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a large, rideable animal of your choice. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. If you have the incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. If you cast this spell again, you decide whether you summon the steed that disappeared (with all its hit points restored and any conditions removed) or a different one.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

Basic Rules (2014) - Modified

Otherwordly Steed

Large celestial, fey, or fiend (your choice), neutral
Armor Class: 12
Hit Points: 25 (4d10+5)
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

8 -1

Languages: Telepathy 1 mile (only with summoner)
Proficiency Bonus: Same as summoner

Special Bond. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. This includes healing spells so long as you are within 5 feet of it.

Trampling Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the steed can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: "To Hit" bonus equals your spell attack modifier, reach 5 ft., one target. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

Available for: Paladin

PHB 2014

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet (15-foot sphere)
Components: Verbal, Material
Materials: bat fur and a drop of pitch or piece of coal
Duration: 10 minutes
Damage/Effect: Control

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: Illrigger, Sorcerer, Warlock, Wizard, Oathbreaker

PAM

Warp Sense

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A razorvine leaf
Duration: Concentration, up to 1 minute
For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

Gaseous Form

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A bit of gauze and a wisp of smoke
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.   While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Available for: Sorcerer, Warlock, Wizard

PHB

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: Somatic, Material
Materials: A glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A shaving of licorice root
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

Vampiric Touch

3-level Necromancy

Casting Time: 1 Action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Minute C
Attack/Save: Melee spell attack
Damage/Effect: 3d6 Necrotic + regain half of hitpoints dealt
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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