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Warlock (5) Urchin Luis

CLASS & LEVEL BACKGROUND PLAYER NAME


Talfryn Icewave Half-Elf/ Neutral Good 6500
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 27


0 Strength
DEXTERITY
+3 Dexterity

17 +1 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+3 ●
+4 Wisdom

+8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

12 ●
+6 Acrobatics (Dex) Total 5d8 SUCCESSES

+1 +1 Animal Handling (Wis) FAILURES



+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

12 +5 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1 +1 Insight (Wis)
Dagger +6 1d4 + 3 piercing
Darkvision: 120 ft.
+5 Intimidation (Cha) Crossbow, light +6 1d8 + 3 piercing

WISDOM +1 Investigation (Int)


+1 Medicine (Wis) (additional
12 +1 Nature (Int)
features & traits
+1 Perception (Wis)
+1
+5 Performance (Cha) on last page)

+8 Persuasion (Cha)
CHARISMA

+4 Religion (Int)

20 ●


+6 Sleight of Hand (Dex)
+6 Stealth (Dex)
+5 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Clothes, common (1);
Crystal (1); Piton (10);
Leather (1); Knife,
SP
Tool Proficiencies: Disguise Kit; Small (1); Crossbow
Thieves' Tools bolt (20); Waterskin (1);
EP Rations (1 day) (10);
Weapon Proficiencies: Martial; Rope, hempen (1);
Simple Tinderbox (1); Hammer
GP
10 (1); Backpack (1);
Armor Proficiencies: Light; Crowbar (1); Torch (10)
PP
Medium; Shields

Language Proficiencies:
Common; Draconic; Elvish
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 5'11 160 lbs
AGE HEIGHT WEIGHT
Talfryn Icewave Scarlet Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Blade Ward Hunger of Hadar
Eldritch Blast Hypnotic Pattern
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Hex
4
SPELLS KNOWN

2
Darkness

Hold Person

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
City Secrets. You know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When you are not in combat, you
(and companions you lead) can travel between any two locations in the city twice as
fast as your speed would normally allow. .

Eldritch Invocation: Devil's Sight. See normally in magical and nonmagical darkness
(range 120 fts).

Eldritch Invocation: Improved Pact Weapon. Prerequisite: 5th level, Pact of the Blade
feature
Any weapon you create using your Pact of the Blade feature is a +1 weapon. This
invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Eldritch Invocation: Thirsting Blade. When using Attack action, attack with pact blade
twice.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Great Weapon Master . On your turn, when you score a critical hit with a melee
weapon or reduce a creature to 0 hit points with one, you can make one melee
weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with,
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to
the attack’s damage.

Hex Warrior. The influence of your patron allows you to mystically channel your will
through a particular weapon. Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks the two-handed property. When
you attack with that weapon, you can use your Charisma modifier, instead of Strength
or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long
rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact
weapon you conjure with that feature, no matter the weapon’s type.

Hexblade’s Curse. Starting at 1st level, you gain the ability to place a baleful curse on
someone. As a bonus action, choose one creature you can see within 30 feet of you.
The target is cursed for 1 minute. The curse ends early if the target dies, you die, or
you are incapacitated. Until the curse ends, you gain the following benefits:
-You gain a bonus to damage rolls against the cursed target. The bonus equals your
proficiency bonus.
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20
on the d20.
-If the cursed target dies, you regain hit points equal to your warlock level + your
Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Pact Boon: Pact of the Blade. Summon a magical weapon.


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Level-1 abjuration Abjuration cantrip Level-2 evocation


Armor of Agathys Blade Ward Darkness
1 Action Self V,S,M 1 hr 1 Action Self V,S 1 rnd 1 act. 60 ft V,M Conc, 10 mins
A protective magical force surrounds you, You extend your hand and trace a sigil of Magical darkness spreads from a point you
manifesting as a spectral frost that covers you warding in the air. Until the end of your next choose within range to fill a 15-foot-radius
and your gear. You gain 5 temporary hit points turn, you have resistance against bludgeoning, sphere for the duration. The darkness spreads
for the duration. If a creature hits you with a piercing, and slashing damage dealt by around corners. A creature with darkvision
melee attack while you have these hit points, weapon attacks. can't see through this darkness, and
the creature takes 5 cold damage. At Higher nonmagical light can't illuminate it. If the
Levels: When you cast this spell using a spell point you choose is on an object you are
slot of 2nd level or higher, both the temporary holding or one that isn't being worn or carried,
hit points and the cold damage increase by 5 the darkness emanates from the object and
for each slot level above 1st. 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.

Warlock DC 16 Mod +8 Warlock DC 16 Mod +8 Warlock DC 16 Mod +8

Evocation cantrip Level-1 enchantment Level-2 enchantment


Eldritch Blast Hex Hold Person
1 act. 120 ft V,S Inst 1 b.a. 90 ft V,S,M Conc, 1 hr 1 act. 60 ft V,S,M Conc, 1 min
A beam of crackling energy streak toward a You place a curse on a creature that you can Choose a humanoid that you can see within
creature within range. Make a ranged spell see within range. Until the spell ends, you deal range. The target must succeed on a Wisdom
attack against the target. On a hit, the target an extra 1d6 necrotic damage to the target saving throw or be paralyzed for the duration.
takes 1d10 force damage. The spell creates whenever you hit it with an attack. Also, At the end of each of its turns, the target can
more than one beam when you reach higher choose one ability when you cast the spell. The make another Wisdom saving throw. On a
levels: two beams at 5th level, three beams at target has disadvantage on ability checks success, the spell ends on the target. At Higher
11th level, and four beams at 17th level. You made with the chosen ability. If the target Levels. When you cast this spell using a spell
can direct the beams at the same target or at drops to 0 hit points before this spell ends, you slot of 3rd level or higher, you can target one
different ones. Make a separate attack roll for can use a bonus action on a turn of yours to additional humanoid for each slot level above
each beam. curse a new creature. A remove curse cast on 2nd. The humanoids must be within 30 feet of
the target ends this spell early. At Higher each other when you target them.
Levels: When you cast this spell using a spell
slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or
higher, you can maintain your concentration
on the spell for up to 24 hours.

Warlock DC 16 Mod +8 Warlock DC 16 Mod +8 Warlock DC 16 Mod +8

Level-3 conjuration Level-3 illusion Conjuration cantrip


Hunger of Hadar Hypnotic Pattern Mage Hand
1 act. 150 ft V,S,M Conc, 1 min 1 act. 120 ft S,M Conc, 1 min 1 act. 30 ft V,S 1 min
You open a gateway to the dark between the You create a twisting pattern of colors that A spectral, floating hand appears at a point
stars, a region infested with unknown horrors. weaves through the air inside a 30-foot cube you choose within range. The hand lasts for
A 20-foot-radius sphere of blackness and within range. The pattern appears for a the duration or until you dismiss it as an
bitter cold appears, centered on a point within moment and vanishes. Each creature in the action. The hand vanishes if it is ever more
range and lasting for the duration. This void is area who sees the pattern must make a than 30 feet away from you or if you cast this
filled with a cacophony of soft whispers and Wisdom saving throw. On a failed save, the spell again. You can use your action to control
slurping noises that can be heard up to 30 feet creature becomes charmed for the duration. the hand. You can use the hand to manipulate
away. No light, magical or otherwise, can While charmed by this spell, the creature is an object, open an unlocked door or container,
illuminate the area, and creatures fully within incapacitated and has a speed of 0. The spell stow or retrieve an item from an open
the area are blinded. The void creates a warp ends for an affected creature if it takes any container, or pour the contents out of a vial.
in the fabric of space, and the area is difficult damage or if someone else uses an action to You can move the hand up to 30 feet each time
terrain. Any creature that starts its turn in the shake the creature out of its stupor. you use it. The hand can't attack, activate
area takes 2d6 cold damage. Any creature that magic items, or carry more than 10 pounds.
ends its turn in the area must succeed on a
Dexterity saving throw or take 2d6 acid
damage as milky, otherworldly tentacles rub
against it.

Warlock DC 16 Mod +8 Warlock DC 16 Mod +8 Warlock DC 16 Mod +8


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