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Zelau Scheloren

3 Level (0/2700 XP for level-up) Sage Background Varheit Race / Species / Heritage Alignment
Sorcerer (INT Temporal)
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
7
-2
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
10
+0
CHA
10
+0
20
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
50
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+3 Dexterity
+4 Constitution
+6 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+8 Arcana INT
-2 Athletics STR
+0 Deception CHA
+6 History INT
+0 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Feats
Time Infused
• +1 to either Dex, Wis or Int
• When you begin your turn, you can phase out of time. While phased out, you can use actions and bonus actions interchangeably, other creatures can't make reactions during your turn, and at the end of the turn, you can choose to rewind to before you began your turn (invalidating everything happened and then ending your turn). You can use this ability once per long rest.
• Your speed increases by 10ft.

[Skill Expert]
[Keen Mind]
[Resiliant]
[Metamagic Adept]
[Remarkable Recovery]

Metamagic
Quicken (2)
Twinned (1+)
[Careful (1)]
[Autonomous (3)]

Temporal Spells
1st: Silvery Barbs, Expeditious Retreat
2nd: Time Step, Hold Person
3rd: Haste, Slow
4th: Scry Ambush, Banishment
5th: Wall of Time, Temporal Shunt

Arcane Understanding. You have proficiency in Arcana. If you gain proficiency in Arcana through another source, you instead have expertise.

Artifact Affinity. You can cast Identify as an action without requiring components once per long rest.

Quick Reflexes. When you become the target of a spell, or are included in the area of effect of a spell, you may use your reaction to make Intelligence or Dexterity Saving Throw against the caster's Spell Casting DC. If you succeed, you may move up to 10ft. If you succeed, but still need to make a saving throw for the spell after moving, you have advantage on that saving throw. You can use this ability a number of times equal to your proficiency bonus per long rest.

Subtle Acceleration
Starting at 1st level, slivers of time magic are ever-present around you, granting you a small boost in matters of sleight. You can add half your proficiency bonus, rounded down, to any Dexterity ability check you make that doesn't already include your proficiency bonus.

Additionally, your relative swiftness makes you harder to hit. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Features & Traits
Mizzium Apparatus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Four of My Choice

Languages & Proficiencies
Rolled Stats if Relevent:
10, 13, 9, 12, 14, 8

Name: Zelau Sheloren (Zee-lh-ow Sheh-lore-ehn), accepts Lau (Lh-ow) as a nickname.

Rewind
Beginning at 6th level, when you make a saving throw and fail, you can spend 1 sorcery point to turn back time. Armed with knowledge from the future, you adjust your course of action accordingly. You reroll the saving throw with advantage and take the second result.

Once you use this feature, you can't use it again until you finish a long rest.

Advanced Chronomancy
By 14th level, your mastery over time has improved immensely. You gain the following benefits:

• You spend only 1 sorcery point when you use your Quickened Spell Metamagic option.

• Your Extended Spell Metamagic option triples a spell’s duration, to a maximum duration of 24 hours.

• You have advantage on saving throws against time-altering spells and magical effects that force you to make a saving throw to resist their effects.

• When another spellcaster casts a time stop spell, you can make a Wisdom saving throw against the spellcaster's spell save DC to move as normal during the spell.

Timewalker
Starting at 18th level, you can use your bonus action to pluck yourself from 1 round in the future to aid your present self.

Whereas prior to using this feature, this future self is only a possible future self, depositing him or her in the present collapses probability, and this future self becomes the definite future self.

Your future self appears in an unoccupied space you can see within 30 feet of you and takes his or her turn alongside yours. Your future self has your hit points, spell slots, and resources. Any changes to these over the course of the round don't take effect immediately as your future self is still only possibility; thus, these changes are also only possibilities. Your future self can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against him or her.

At the beginning of your next turn, your future self vanishes for 1 round, as the round it spends with you is a round it misses in its own future. Because your future self is also you, you vanish as well. At the beginning of your following turn, you appear where your future self vanished and in the state he or she was in. Any possible changes to your future self's hit points, spell slots, and resources take effect.

Once you use this feature, you can't use it again until you finish a long rest.

His memories were sent back in time from after the apocalypse, though things are different this time.

He was raised in an orphanage that treat the orphans poorly. He left when his skills were noted by the Scheloren family. There he was also mistreat with huge expectations placed upon him. With no hope of inheritance he ran through multiple universities at once. Then the apocalypse freed him of his family.

When the black goo fell in the first timeliness, the verdant claimed that the great one has descended

Notes


™ & © 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

PHB

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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.

Player's Handbook

Expeditious retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Artificer, Sorcerer, Warlock, Wizard, Witch

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Chaos Bolt

1-level Evocation

Casting Time: Action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You hurl an undulating mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8
Damage Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Poison
7
Psychic
8
Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a Spell Slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Level 2 Spells

PHB, page 251

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A small, straight piece of iron
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

FToD

Binding Ice

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: a vial of meltwater
Duration: Instantaneous
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

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