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Zataz

8 Level (0/48000 XP for level-up) Sage Background Vedalken Race / Species / Heritage Lawful Neutral Alignment
Wizard
Level 8
Hit Dice: 8/8
1d6+3 Class 1

STR 11

+0

DEX 16

+3

CON 16

+3

INT 20

+5

WIS 17

+3

CHA 14

+2

51
Hit Points
+8
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Chronoshift
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
+8 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+11 Arcana INT
+0 Athletics STR
+2 Deception CHA
+8 History INT
+6 Insight WIS
+2 Intimidation CHA
+11 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+8 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+8 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt
Prestidigitation
Mind Sliver

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield
Silverybarbs
Mage armor
Alarm
Comprehend Languages
Chromatic Orb

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Maximilian Earthen Grasp
Vortex Wrap

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball
Counterspell

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Storm

https://www.worldanvil.com/sheet/1647882/view






Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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

Basic Rules, pg. 157

Cape of the Mountebank

Wondrous Item

Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.



]

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Vedalken

Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Typically, Vedalken stand around 6 to 6½ feet tall and they usually weigh around 200lbs (90kg). They are medium creatures. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Typical Vedalken have only two arms with four to six fingers on each hand. The four armed variant is the same with four to six fingers, but the additional pair of arms can be organic (natural) or artifice (prosthetic) in nature.   NOTE: Vedalken can have either have the three Non-Kaladesh feats or the two Kaladesh feats, not both sets. The Four Armed feat below can apply to both.
ability score increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
age: Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years with some living to the age of 500.
alignment: Vedalken are usually lawful and non-evil.
Size: Medium
speed: You have a walking speed of 30ft
Languages: You can speak, read, and write Common, Vedalken, and one language of your choice.
race features:
Vedalken Dispassion (Non-Kaladesh). You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws.   Tireless Precision (Non-Kaladesh). You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.   Partially Amphibious (Non-Kaladesh). By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.   Vedalken Cunning (Kaladesh Only). You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Aether Lore (Kaladesh Only). Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Four Armed (Optional Variant for Both). You have your main pair of arms and your secondary pair of arms. Your main pair functions and can be used like any other pair as a normal two armed Vedalken. The secondary pair are not very strong and cannot wield weapons or carry a shield. They can be used for the somatic and material components when casting spells, or using small or tiny objects, items, or tools.
Description:

Average Vedalken*:

Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads Vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. Vedalken are intelligent, progressive humanoids with skin tone that varies from a bluish white-gray to a dusky deep blue. They have only the slightest indication of an outer ear, with no lobe or rim - just a hole that leads to the eardrum. They have nostrils but only a slight nose bridge. They have only fine body hair that's uniformly clear and light. Vedalken are refined, sophisticated, and lawful. They typically engage in magical research and advancement on every world. In Vedalken society, the pursuit of magic takes on an almost scientific purpose and methodology. Their infatuation with knowledge makes them natural Artificers and Mages. The Vedalken practice artifice perhaps more than any other race. They shape metal into mystical devices that allow them to study the world and enhance their intellect. Their magic is so intertwined with artifice that their identity would be destroyed without access to metal. Orreries, astrolabes, observatories, meteorological charts, topographical models - all of these things are like furniture to a Vedalken. They are compulsive measurers and recorders of information of all kinds, but tend to focus on visual data. The Vedalken are driven to understand everything around them, and are thus in a constant, intense observational state. This can give other species the unnerving impression that they're being monitored and examined, rather than talked to. The Vedalken see other beings from a cold distance, as either experimental subjects or objects of study.  

Mirrodin:

On Mirrodin, the mycosynth created a vapor which induced mutations in the Vedalken, who developed four arms and gills. Soon, this variation became the norm. These Vedalken are physically very different from the members of their race on other planes, and have more inhuman features, in some cases lacking a nose or visible ears. The center of their culture was the city of Lumengrid, from which the Vedalken ruled over an empire that enslaved the Neurok tribes at the shores of the Quicksilver Sea. For a long time, the Vedalken were ruled by the Synod, who considered themselves servants of Mirrodin's guardian, Memnarch. After Memnarch's fall, they were forced to reorganize themselves. Central to this reorganization was the "Origin Query", the answer to the origin of the Vedalken race. With the loss of easy access to blinkmoth serum, their hold over the empire became fragile and revolts from the Neurok forced the two races into a state of cooperation rather than subservience. When New Phyrexia rose, Lumengrid was overtaken by the forces of Jin-Gitaxias. Many Vedalken fell prey to phyresis, their distended brains looming over frail, but lethal and burr-pocked, bodies. Those few remaining have cast their lot with the surviving Neurok in an attempt to survive.  

Esper:

On Esper, Vedalken have led Esper in the use of etherium. Whereas humans tend to have relatively minor and simple etherium enhancements, Vedalken make more dramatic use of the alloy. It's not uncommon for Vedalken necks or abdomens to be partially replaced with etherium, for example. Powerful enchantments replace traditional biological functions. Esper mages devised their weapons to be so devastating that war seemed unnecessary. Art is unknown to the Vedalken -for them, all creations must serve a purpose. Information pumps like blood through Vedalken society.  

Ravnica:

The Vedalken of Ravnica are associated most closely with the Simic Combine and Azorius Senate, though the Izzet League is also not an unprecedented choice. They look very much like tall humans, but with hairless blue skin and showing little emotion. Their eyes are darker shades of blue and violet. These Vedalken lack external ears, their noses are broad and flat, and they are partly amphibious. Their life span is typically 350 years, with some living to the age of 500. Though the Vedalken of Ravnica are physically different from those Mirrodin, some Simic biomancy experiments have produced similar results, including four arms and gills.  

Kaladesh:

Kaladeshi Vedalken subscribe to the philosophy that nothing is perfect — and nothing ever can be perfect. Regardless, they continue to innovate and learn, to create the best result possible. While many believe them to be a unified front, in private, Vedalken organize themselves according to clades. Clades are supra-familial entities centered around common interests. Membership of clade is entirely voluntary and anyone can leave at any time. Several acclaimed Vedalken inventors are part of multiple clades. When introducing themselves to others, Vedalken use their clade as a kind of surname. Kaladeshi Vedalken have six fingers on each hand. In contrast to Vedalken on other planes, Kaladeshi Vedalken can have hair. Also in contrast to other Vedalken, which are aloof and detached, Kaladesh's are portrayed as more involved and curious, some even shown smiling.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

Zataz Items


NameTypeAttunementDescription
Goggles of NightUncommonNoWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Spell Scroll - False Life
Spell Scroll - Wall of Fire
Spell Scroll - Wall of Sand
Spell Scroll - Arcane Gate
Spell Scroll - Giant Insect
Rod of AlertnessVery rareYesthis rod has a flanged head and the following properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
Spies MurmurUncommonYesThis headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.
Wand SheathCommonBy warforgedA wand sheath clamps onto your arm and imparts the following benefits:
The wand sheath can't be removed from you while you're attuned to it.
You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Rope of ClimbingUncommonNoThis 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Pearl of Arcane PowerRareYesWhile this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Once you have used the pearl, it can't be used again until the next dawn.
Medal of the ConchUncommonNoWhen you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.
Atlas of Endless HorizonsRareYesThis thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Mizzium ApparatusUncommonYes, by a wizard or artificerWhile you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Potion of Resistance (fire)
Potion of Heroism
Philter of Love
Potion of Frost Giant Strength
Cape of MountebankRareNoThis cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Mantle of Spell ResistanceRareYesYou have Advantage on saving throws against spells while you wear this cloak.
Netheresee Ring of ProtectionRareYesYou gain a +1 bonus to AC and saving throws while wearing this ring.
The ring is made from a single piece of mystical green glass that's stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.
Hat of Improved WizardryRareYesThis pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100Effect
01–50You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect on a 2, Enlarge/Reduce (reduce effect on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55You have the Stunned condition until the end of your next turn, believing something awesome just happened.
56–60A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour.
71–75You have the Petrified condition until the end of your next turn.
76–80You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86–90A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.
91–95A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.
96–00You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.

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