0% found this document useful (0 votes)
68 views8 pages

Warlock (7) Acolyte Human/Turami Lawful Evil: Dagger +5 Sickle +5 0

The document provides character details for a human/Turami warlock named Warlock. It includes stats, proficiencies, equipment, spells known, and special traits like Dark One's Blessing and Pact of the Blade. The character is lawful evil and primarily uses charisma for spellcasting.

Uploaded by

Bob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
68 views8 pages

Warlock (7) Acolyte Human/Turami Lawful Evil: Dagger +5 Sickle +5 0

The document provides character details for a human/Turami warlock named Warlock. It includes stats, proficiencies, equipment, spells known, and special traits like Dark One's Blessing and Pact of the Blade. The character is lawful evil and primarily uses charisma for spellcasting.

Uploaded by

Bob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Warlock (7) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Turami Lawful Evil


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
8 -3 30
14 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 66


+2 Strength
DEXTERITY
-3 Dexterity

5 +4 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

-3 ●
+3 Wisdom

+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

18 -3 Acrobatics (Dex) Total 7d8 SUCCESSES

+4 0 Animal Handling (Wis) FAILURES



+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

17 +4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+3 Insight (Wis)
Dagger +5 1d4 + 2 piercing
+3 ●

+4 Intimidation (Cha) Sickle +5 1d4 + 2 slashing

WISDOM ●
+6 Investigation (Int)
0 Medicine (Wis)
Crossbow, light 0 1d8 - 3 piercing

10 +3 Nature (Int)
0 Perception (Wis)
0
+4 Performance (Cha)
+4 Persuasion (Cha)
CHARISMA

+6 Religion (Int)

18 -3
-3
Sleight of Hand (Dex)
Stealth (Dex)
+4 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Clothes,
common (1); Crystal
(1); Piton (10); Leather
SP
Weapon Proficiencies: (1); Crossbow bolt (20);
Waterskin (1); Incense
Simple EP (5); Rations (1 day)
(10); Rope, hempen
Armor Proficiencies: Light GP
15 (1); Amulet (1);
Vestements (1); Prayer
Book (1); Tinderbox
Language Proficiencies: PP
(1); Hammer (1);
Abyssal; Common; Backpack (1); Crowbar
Elvish; Primordial (1); Torch (10)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

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 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
Minor Illusion
Poison Spray

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Charm Person

Command
4 2
Comprehend Languages

Hellish Rebuke Dimension Door


SPELLS KNOWN

Illusory Script

Protection from Evil and Good


Unseen Servant

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

-----------Other Traits------------
Dark One's Blessing. Gain 11 temp HPs when you reduce a
hostile creature to 0 HPs.

Dark One's Own Luck. Add d10 to an ability check or save roll
(use once/rest).

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

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1

Level-1 enchantment Level-1 enchantment Level-1 divination


Charm Person Command Comprehend Languages
1 act. 30 ft V,S 1 hr 1 act. 60 ft V 1 rnd 1 act. Self V,S,M 1 hr
You attempt to charm a humanoid you can see You speak a one-word command to a creature For the duration, you understand the literal
within range. It must make a Wisdom saving you can see within range. The target must meaning of any spoken language that you
throw, and does so with advantage if you or succeed on a Wisdom saving throw or follow hear. You also understand any written
your companions are fighting it. If it fails the the command on its next turn. The spell has no language that you see, but you must be
saving throw, it is charmed by you until the effect if the target is undead, if it doesn't touching the surface on which the words are
spell ends or until you or your companions do understand your language, or if your written. It takes about 1 minute to read one
anything harmful to it. The charmed creature command is directly harmful to it. Some page of text. This spell doesn't decode secret
regards you as a friendly acquaintance. When typical commands and their effects follow. messages in a text or a glyph, such as an
the spell ends, the creature knows it was You might issue a command other than one arcane sigil, that isn't part of a written
charmed by you. At Higher Levels. When you described here. If you do so, the GM language.
cast this spell using a spell slot of 2nd level or determines how the target behaves. If the
higher, you can target one additional creature target can't follow your command, the spell
for each slot level above 1st. The creatures ends. Approach. The target moves toward you
must be within 30 feet of each other when you by the shortest and most direct route, ending
target them. its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
Warlock DC 15 Mod +7 Warlock DC 15 Mod +7 Warlock DC 15 Mod +7

Level-4 conjuration Evocation cantrip Level-1 evocation


Dimension Door Eldritch Blast Hellish Rebuke
1 act. 500 ft V Inst 1 act. 120 ft V,S Inst 1 react. 60 ft V,S Inst
You teleport yourself from your current A beam of crackling energy streak toward a You point your finger, and the creature that
location to any other spot within range. You creature within range. Make a ranged spell damaged you is momentarily surrounded by
arrive at exactly the spot desired. It can be a attack against the target. On a hit, the target hellish flames. The creature must make a
place you can see, one you can visualize, or takes 1d10 force damage. The spell creates Dexterity saving throw. It takes 2d10 fire
one you can describe by stating distance and more than one beam when you reach higher damage on a failed save, or half as much
direction, such as “200 feet straight levels: two beams at 5th level, three beams at damage on a successful one. At Higher Levels.
downward” or “upward to the northwest at a 11th level, and four beams at 17th level. You When you cast this spell using a spell slot of
45- degree angle, 300 feet.” You can bring can direct the beams at the same target or at 2nd level or higher, the damage increase by
along objects as long as their weight doesn't different ones. Make a separate attack roll for 1d10 for each slot level above 1st.
exceed what you can carry. You can also bring each beam.
one willing creature of your size or smaller
who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of
you when you cast this spell. If you would
arrive in a place already occupied by an object
or a creature, you and any creature traveling
with you each take 4d6 force damage, and the
spell fails to teleport you.

Warlock DC 15 Mod +7 Warlock DC 15 Mod +7 Warlock DC 15 Mod +7

Level-1 illusion Illusion cantrip Conjuration cantrip


Illusory Script Minor Illusion Poison Spray
1 min Touch S,M 10 days 1 act. 30 ft S,M 1 min 1 act. 10 ft V,S Inst
You write on parchment, paper, or some other You create a sound or an image of an object You extend your hand toward a creature you
suitable writing material and imbue it with a within range that lasts for the duration. The can see within range and project a puff of
potent illusion that lasts for the duration. To illusion also ends if you dismiss it as an action noxious gas from your palm. The creature
you and any creatures you designate when you or cast this spell again. If you create a sound, must succeed on a Constitution saving throw
cast the spell, the writing appears normal, its volume can range from a whisper to a or take 1d12 poison damage. This spell’s
written in your hand, and conveys whatever scream. It can be your voice, someone else's damage increases by 1d12 when you reach 5th
meaning you intended when you wrote the voice, a lion's roar, a beating of drums, or any level (2d12), 11th level (3d12), and 17th level
text. To all others, the writing appears as if it other sound you choose. The sound continues (4d12).
were written in an unknown or magical script unabated throughout the duration, or you can
that is unintelligible. Alternatively, you can make discrete sounds at different times before
cause the writing to appear to be an entirely the spell ends. If you create an image of an
different message, written in a different hand object—such as a chair, muddy footprints, or a
and language, though the language must be small chest—it must be no larger than a 5-foot
one you know. Should the spell be dispelled, cube. The image can't create sound, light,
the original script and the illusion both smell, or any other sensory effect. Physical
disappear. A creature with truesight can read interaction with the image reveals it to be an
the hidden message. 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
Warlock DC 15 Mod +7 Warlock DC 15 Mod +7 Warlock DC 15 Mod +7
Page 1 (reverse)

Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

Minor Illusion (reverse)


DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Level-1 abjuration Level-1 conjuration


Protection from Evil and Good Unseen Servant
1 act. Touch V,S,M Conc, 10 mins 1 act. 60 ft V,S,M 1 hr
Until the spell ends, one willing creature you This spell creates an invisible, mindless,
touch is protected against certain types of shapeless force that performs simple tasks at
creatures: aberrations, celestials, elementals, your command until the spell ends. The
fey, fiends, and undead. The protection grants servant springs into existence in an
several benefits. Creatures of those types have unoccupied space on the ground within range.
disadvantage on attack rolls against the target. It has AC 10, 1 hit point, and a Strength of 2,
The target also can't be charmed, frightened, and it can't attack. If it drops to 0 hit points,
or possessed by them. If the target is already the spell ends. Once on each of your turns as a
charmed, frightened, or possessed by such a bonus action, you can mentally command the
creature, the target has advantage on any new servant to move up to 15 feet and interact with
saving throw against the relevant effect. an object. The servant can perform simple
tasks that a human servant could do, such as
fetching things, cleaning, mending, folding
clothes, lighting fires, serving food, and
pouring wine. Once you give the command,
the servant performs the task to the best of its
ability until it completes the task, then waits
for your next command. If you command the
servant to perform a task that would move it
more than 60 feet away from you, the spell
ends.
Warlock DC 15 Mod +7 Warlock DC 15 Mod +7
Page 2 (reverse)

You might also like