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Jenie Kazama

3 Level (0/2700 XP for level-up) Smuggler Background Air Genasi Race / Species / Heritage Chaotic Neutral Alignment
Genie Warlock - Djinni
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
5
-3
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
10
+0
CHA
17
+3
33
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-3 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60)
Javelin -1 STR 1d6-3 Piercing
 Thrown (30/120)
Light Crossbow +5 DEX 1d8+3 Piercing
 Ammunition, Range (80/320), Loading, Two-Handed
Attacks
ASI

Racial: +2 CON, +1 DEX

 


Racial Abilities

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

Blessed by the Winds - You know the Gust cantrip. Once you reach 3rd level, you can cast the spell Fog Cloud once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Gust of Wind spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Flying Nimbus - As an action, you cause a small cloud to form beneath your feet for 1 minute. You can allow one other creature of your size or smaller to fly on your cloud for its duration. While the cloud is active, you gain a fly speed of 40 feet. Once your cloud is formed, you cannot do so again until you finish a short or long rest.

 


Class Abilities

Bottled Respite - 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 - Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron (djinni: thunder).

 


Eldritch Invocations

Agonizing Blast - When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Spear - When you cast Eldritch Blast, your range is 300 ft.

 


Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

 


Background Features

Down Low - You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

 


Feats

Fey Touched: CHA +1, You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

 

Features & Traits
Weapons

Daggers (x2), Javelin, Light Crossbow, 20 Bolts

 


Armor

Leather Armor

 


Adventurer Gear

Arcane Focus, Dungeoneer's Pack, Fancy Leather Vest, Common Clothes, Crystal Statuette (Aventurine, crystal type has no mechanical effect)

 


Money

Leather Pouch
90 GP

 

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

Armor: Light armor
Weapons: Simple weapons
Tools: Water Vehicles (Background)
Saving Throws: Wisdom, Charisma
Skills: Athletics (Background), Deception (Background), Arcana, Investigation

 


Languages

Common, Primordial

 

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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