Myrddin Din Emrys Hawklin

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Level 6 Half-Elf (Moon Elf) Warlock, The Archfey 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Myrddin "Din" Emrys Hawklin
Courtier Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Studded Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
8
SHIELD
AC
Eldritch Invocations.
N
CIE C
Devil’s Sight. You can see normally in darkness,
-1 Strength both magical and nonmagical, to a distance of 120
Y
PROFI

-1 feet.
+1 Dexterity
Voice of the Chain Master. You can communicate
+1 Constitution ARMOR CLASS telepathically with your familiar and perceive
DEXTERITY
+3 Intelligence
through your familiar’s senses as long as you are on
MAXIMUM HIT DICE TEMPORARY the same plane of existence. Additionally, while
12 ✘


+4 Wisdom

+7 Charisma
39 6d8 perceiving through your familiar’s senses, you can
also speak through your familiar in your own voice,
CONDITIONAL
even if your familiar is normally incapable of
speech.
+1 Mask of Many Faces. You can cast disguise self at
will, without expending a spell slot.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Pact of the Chain. You learn the find familiar spell
SAVING THROWS
and can cast it as a ritual.Additionally, when you
12 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
take the Attack action, you can forgo one of your
own attacks to allow your familiar to make one
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION attack with its reaction.


+1 Animal Handling (Wis)
+1 ✘ +6 Arcana (Int) Darkvision Fey Presence (Action—1/Short Rest). You can cause
each creature in a 10-foot cube originating from you
-1 Athletics (Str)
to make a Wisdom saving throw. The creatures that
INTELLIGENCE ✘ +7 Deception (Cha) fail their saving throws are all charmed or
frightened by you until the end of your next turn.
16 ✘
+3 History (Int)
+4 Insight (Wis) Misty Escape (Reaction—1/Short Rest). When you
take damage, you can turn invisible and teleport up
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS to 60 feet to an unoccupied space you can see. You
+3 +3 Investigation (Int) remain invisible until the start of your next turn or
Fey Ancestry. You have advantage on saving until you attack or cast a spell.
+1 Medicine (Wis)
WISDOM
throws against being charmed, and magic can’t
+3 Nature (Int) put you to sleep.

12 +1 Perception (Wis)
+4 Performance (Cha)
✘ +7 Persuasion (Cha)
+1 +3 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)

18 +1 Survival (Wis)
SKILLS

+4 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +4 vs AC 1d6+1 piercing
Finesse, Light
FEATURES & TRAITS
Shortsword 5 ft +4 vs AC 1d6+1 piercing
Finesse, Light

Dagger 20/60 +4 vs AC 1d4+1 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Longsword, Shortsword,
Longbow +2 150/600 +6 vs AC 1d8+3 piercing Shortbow, Longbow, Simple Weapons
Ammunition, Heavy, Two-Handed
Tool Proficiencies. –

Languages. Common, Elvish, Halfling, Sylvan,


Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Myrddin "Din" Emrys Hawklin
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You
might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could
have secured you this position.
I always want to know how things work and what
makes people tick. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or
I’m full of witty aphorisms and have a proverb for perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers,
every occasion.
and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or
Neverwinter, or you might have grown up in and around the castle of Daggerford.
PERSONALITY TRAITS
Even if you are no longer a full-ft edged member of the group that gave you your start in life, your relationships with
your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with
People. I’m committed to the people I care about, your new companions that further the interest of the organization that gave you your start in life. In any event, the
not to ideals. (Neutral) abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

IDEAL

The workshop where I learned my trade is the most


important place in the world to me.

BOND

I’m never satisfied with what I have— I always want


more.

FLAW BACKGROUND STORY

Feature: Court Functionary


Your knowledge of how bureaucracies function lets
you gain access to the records and inner workings of
any noble court or government you encounter. You
know who the movers and shakers are, whom to go
to for the favors you seek, and what the current
intrigues of interest in the group are.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Longbow +2. You have a +2 bonus to attack and damage
Shortsword 1 2 [Longbow +2] 1 2 rolls made with this magic weapon.
Amulet 1 1
Scholar’s Pack 1 10
[Studded Leather] 1 13
Dagger 3 3
Arrow 50 2.5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

33.5 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Imp Pact of the Chain

Imp CREATURE OWNER

Tiny fiend, lawful evil 1


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Shapechanger. The imp can use its action to polymorph
10 into a beast form that resembles a rat (speed 20 ft.), a
raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
back into its true form. Its statistics are the same in each
form, except for the speed changes noted. Any equipment
it is wearing or carrying isn't transformed. It reverts to its
true form if it dies.
CURRENT HIT POINTS
DEATH SAVING THROWS
Devil's Sight. Magical darkness doesn't impede the imp's
darkvision.

PROFICIENCY INITIATIVE Magic Resistance. The imp has advantage on saving throws
2 +3 13 against spells and other magical effects.

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,


SPEED
AC reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
20 ft., fly 40 ft. the target must make a DC 11 Constitution saving throw,
COMPANION taking 10 (3d6) poison damage on a failed save, or half as
Skills. Deception +4, Insight +3, Persuasion +4, Stealth +5 much damage on a successful one.
STRENGTH DEXTERITY CONSTITUTION Languages. Infernal, Common Invisibility. The imp magically turns invisible until it attacks,
or until its concentration ends (as if concentrating on a
6 17 13 spell). Any equipment the imp wears or carries is invisible
with it.

-2 +3 +1

INTELLIGENCE WISDOM CHARISMA

11 12 14
+0 +1 +2
CREATURE STATISTICS TRAITS & ACTIONS
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Archfey

CANTRIPS Mage Hand Prestidigitation


Toll the Dead

1ST LEVEL Charm Person Faerie Fire


Find Familiar Unseen Servant

2ND LEVEL Misty Step Phantasmal Force

3RD LEVEL 2 SPELL SLOTS Counterspell Fear

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Disguise Self (Mask of Many Faces)


Mage Hand Prestidigitation Toll the Dead
Conjuration Cantrip Transmutation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 10 feet RANGE 60 feet
DURATION 1 minute DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This spell is a minor magical trick that novice spellcasters use for You point at one creature you can see within range, and the sound of
The hand lasts for the duration or until you dismiss it as an action. practice. You create one of the following magical effects within a dolorous bell fills the air around it for a moment. The target must
The hand vanishes if it is ever more than 30 feet away from you or if range: succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
you cast this spell again. • You create an instantaneous, harmless sensory effect, such as a the target is missing any of its hit points, it instead takes 1d12
You can use your action to control the hand. You can use the hand shower of sparks, a puff of wind, faint musical notes, or an odd odor. necrotic damage.
to manipulate an object, open an unlocked door or container, stow or • You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by one die when you reach 5th level
retrieve an item from an open container, or pour the contents out of small campfire. (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
a vial. You can move the hand up to 30 feet each time you use it. The • You instantaneously clean or soil an object no larger than 1 cubic
hand can’t attack, activate magic items, or carry more than 10 foot.
pounds. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything

Charm Person Disguise Self Faerie Fire


1st-level enchantment 1st-level illusion 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Self RANGE 60 feet
DURATION 1 hour DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

You attempt to charm a humanoid you can see within range. It must You make yourself—including your clothing, armor, weapons, and Each object in a 20-foot cube within range is outlined in blue, green,
make a Wisdom saving throw, and does so with advantage if you or other belongings on your person—look different until the spell ends or violet light (your choice). Any creature in the area when the spell is
your companions are fighting it. If it fails the saving throw, it is or until you use your action to dismiss it. You can seem 1 foot shorter cast is also outlined in light if it fails a Dexterity saving throw. For the
charmed by you until the spell ends or until you or your companions or taller and can appear thin, fat, or in between. You can’t change duration, objects and affected creatures shed dim light in a 10-foot
do anything harmful to it. The charmed creature regards you as a your body type, so you must adopt a form that has the same basic radius.
friendly acquaintance. When the spell ends, the creature knows it arrangement of limbs. Otherwise, the extent of the illusion is up to Any attack roll against an affected creature or object has advantage
was charmed by you. you. if the attacker can see it, and the affected creature or object can’t
At Higher Levels. When you cast this spell using a spell slot of 2nd The changes wrought by this spell fail to hold up to physical benefit from being invisible.
level or higher, you can target one additional creature for each slot inspection. For example, if you use this spell to add a hat to your
level above 1st. The creatures must be within 30 feet of each other outfit, objects pass through the hat, and anyone who touches it
when you target them. would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Pact Magic (Warlock) Player’s Handbook Mask of Many Faces (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Find Familiar Unseen Servant Misty Step


1st-level conjuration (ritual) 1st-level conjuration (ritual) 2nd-level conjuration

CASTING TIME 1 hour CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 10 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S, M (a piece of string and a bit of wood) COMPONENTS V
consumed by fire in a brass brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: This spell creates an invisible, mindless, shapeless, Medium force that Briefly surrounded by silvery mist, you teleport up to 30 feet to an
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish performs simple tasks at your command until the spell ends. The unoccupied space that you can see.
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a servant springs into existence in an unoccupied space on the ground
celestial, fey or fiend (your choice) instead of a beast. within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
Your familiar acts independently of you, but it always obeys your commands. In attack. If it drops to 0 hit points, the spell ends.
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, Once on each of your turns as a bonus action, you can mentally
but it can take other actions as normal. command the servant to move up to 15 feet and interact with an
When the familiar drops to 0 hit points, it disappears, leaving behind no physical object. The servant can perform simple tasks that a human servant
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it could do, such as fetching things, cleaning, mending, folding clothes,
telepathically. Additionally, as an action, you can see through your familiar’s eyes lighting fires, serving food, and pouring wine. Once you give the
and hear what it hears until the start of your next turn, gaining the benefits of any command, the servant performs the task to the best of its ability until
special senses that the familiar has. During this time, you are deaf and blind with it completes the task, then waits for your next command.
regard to your own senses. If you command the servant to perform a task that would move it
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it more than 60 feet away from you, the spell ends.
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Pact of the Chain (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Phantasmal Force Counterspell Fear
2nd-level illusion 3rd-level abjuration 3rd-level illusion

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Self (30-foot cone)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of fleece) COMPONENTS S COMPONENTS V, S, M (a white feather or the heart of a hen)
You craft an illusion that takes root in the mind of a creature that you can Reaction: When you see a creature within 60 feet of you casting a You project a phantasmal image of a creature’s worst fears. Each
see within range. The target must make an Intelligence saving throw. On a spell You attempt to interrupt a creature in the process of casting a creature in a 30-foot cone must succeed on a Wisdom saving throw
failed save, you create a phantasmal object, creature, or other visible spell. If the creature is casting a spell of 3rd level or lower, its spell or drop whatever it is holding and become frightened for the
phenomenon of your choice that is no larger than a 10-foot cube and that is fails and has no effect. If it is casting a spell of 4th level or higher, duration.
perceivable only to the target for the duration. This spell has no effect on
undead or constructs. The phantasm includes sound, temperature, and make an ability check using your spellcasting ability. The DC equals While frightened by this spell, a creature must take the Dash action
other stimuli, also evident only to the creature. The target can use its action 10+ the spell’s level. On a success, the creature’s spell fails and has and move away from you by the safest available route on each of its
to examine the phantasm with an Intelligence (Investigation) check against no effect. turns, unless there is nowhere to move. If the creature ends its turn
your spell save DC. If the check succeeds, the target realizes that the At Higher Levels. When you cast this spell using a spell slot of 4th in a location where it doesn’t have line of sight to you, the creature
phantasm is an illusion, and the spell ends. While a target is affected by the level or higher, the interrupted spell has no effect if its level is less can make a Wisdom saving throw. On a successful save, the spell
spell, the target treats the phantasm as if it were real. The target rationalizes than or equal to the level of the spell slot you used. ends for that creature.
any illogical outcomes from interacting with the phantasm. For example, a
target attempting to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target survives the fall, it still
believes that the bridge exists and comes up with some other explanation
for its fall—it was pushed, it slipped, or a strong wind might have knocked it
off. An affected target is so convinced of the phantasm’s reality that it can
even take damage from the illusion. A phantasm created to appear as a
creature can attack the target. Similarly, a phantasm created to appear as
fire, a pool of acid, or lava can burn the target. Each round on your turn, the
phantasm can deal 1d6 psychic damage to the target if it is in the
phantasm’s area or within 5 feet of the phantasm, provided that the illusion
is of a creature or hazard that could logically deal damage, such as by
attacking. The target perceives the damage as a type appropriate to the
illusion.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Shortsword Amulet Scholar’s Pack
Weapons Spellcasting Focus Equipment Packs

A holy symbol is a representation of a god or pantheon. It Includes a backpack, a book of lore, a bottle of ink, an ink
might be an amulet depicting a symbol representing a pen, 10 sheets of parchment, a little bag of sand, and a
deity, the same symbol carefully engraved or inlaid as an small knife.
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 10 lbs. Player’s Handbook

Studded Leather Dagger Dagger


Armor Weapons Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Dagger Longbow +2 Arrow


Weapons Weapons Ammunition

You have a +2 bonus to attack and damage rolls made with Arrows are used with a bow to make a ranged attack.
this magic weapon.

1 lb. Player’s Handbook 2 lb. Dungeon Master’s Guide 1/20 lb. Player’s Handbook

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