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Level 6 Human Warlock, The Undying 22950

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Fer
Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Eldritch Invocations.


STRENGTH Studded Leather 15 Armor of Shadows. You can cast mage armor on
yourself at will, without expending a spell slot or
PROFICIENCY BONUS +3
12
SHIELD
AC material components.
Beast Speech. You can cast speak with animals at
N
CIE C
will, without expending a spell slot.
+1 Strength Mire the Mind (1/Long Rest). You can cast slow
Y
PROFI

+1 once using a warlock spell slot.


+3 Dexterity

+3 Constitution ARMOR CLASS Pact of the Blade (Action). Create a pact weapon in
DEXTERITY
+0 Intelligence
your empty hand. This weapon counts as magical
MAXIMUM HIT DICE TEMPORARY for the purpose of overcoming resistance and
16 ✘


+5 Wisdom

+7 Charisma
54 6d8 immunity to nonmagical attacks and damage.Your
pact weapon disappears if it is more than 5 feet
CONDITIONAL
away from you for 1 minute or more. It also
disappears if you use this feature again, if you
+3 dismiss the weapon (no action required), or if you
die.You can transform one magic weapon into your
CURRENT HIT POINTS pact weapon by performing a special ritual while
CONSTITUTION DEATH SAVING THROWS
you hold the weapon. You perform the ritual over
SAVING THROWS
the course of 1 hour, which can be done during a
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
short rest. You can then dismiss the weapon,
shunting it into an extradimensional space, and it
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION appears whenever you create your pact weapon
+2 Animal Handling (Wis)
thereafter. You can’t affect an artifact or a sentient
+3 +0 Arcana (Int) weapon in this way. The weapon ceases being your
pact weapon if you die, if you perform the 1-hour
+1 Athletics (Str)
ritual on a different weapon, or if you use a 1-hour
INTELLIGENCE +4 Deception (Cha) ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space
11 +0 History (Int)
+2 Insight (Wis)
when the bond breaks.

Among the Dead. You have advantage on saving


+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS throws against any disease. If an undead targets you
+0 +0 Investigation (Int) directly with an attack or a harmful spell, that
creature must make a DC15 Wisdom saving throw.
+2 Medicine (Wis)
On a failed save, the creature must choose a new
WISDOM +0 Nature (Int) target or forfeit targeting someone instead of you,
potentially wasting the attack or spell.
14 +2 Perception (Wis)
+4 Performance (Cha) Defy Death (1/Long Rest). You can regain 1d8+3 hp
when you succeed on a death saving throw or when
+4 Persuasion (Cha)
+2 you stabilize a creature with spare the dying.
+0 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

18 +2 Survival (Wis)
SKILLS

+4 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +1 vs AC 1d8+1 slashing
Versatile
FEATURES & TRAITS
Crossbow, Light 80/320 +6 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common, Undercommon

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Fer
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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
[Studded Leather] 1 13
Longsword 1 3
[Crossbow, Light] 1 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

21 lb / 180 lb 360 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.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Undying

CANTRIPS Eldritch Blast Friends


Spare the Dying Toll the Dead

1ST LEVEL False Life Hex


Witch Bolt

2ND LEVEL Blindness/Deafness Mind Spike

3RD LEVEL 2 SPELL SLOTS Counterspell Summon Lesser Demons

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Mage Armor (Armor of Shadows) Speak with Animals (Beast Speech)

3RD LEVEL Slow (Mire the Mind)


Eldritch Blast Friends Spare the Dying
Evocation Cantrip Enchantment Cantrip Necromancy Cantrip

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


RANGE 120 feet RANGE Self RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S
cast)

A beam of crackling energy streaks toward a creature within range. For the duration, you have advantage on all Charisma checks directed You touch a living creature that has 0 hit points. The creature
Make a ranged spell attack against the target. On a hit, the target at one creature of your choice that isn’t hostile toward you. When becomes stable. This spell has no effect on undead or constructs.
takes 1d10 force damage. the spell ends, the creature realizes that you used magic to influence
The spell creates more than one beam when you reach higher its mood and becomes hostile toward you. A creature prone to
levels: two beams at 5th level, three beams at 11th level, and four violence might attack you. Another creature might seek retribution in
beams at 17th level. you can direct the beams at the same target or other ways (at the DM’s discretion), depending on the nature of your
at different ones. Make a separate attack roll for each beam. interaction with it.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Among the Dead (Warlock) Player’s Handbook

Toll the Dead False Life Hex


Necromancy Cantrip 1st-level necromancy 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE 90 feet
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (the petrified eye of a newt)

You point at one creature you can see within range, and the sound of Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You place a curse on a creature that you can see within range. Until
a dolorous bell fills the air around it for a moment. The target must + 4 temporary hit points for the duration. the spell ends, you deal an extra 1d6 necrotic damage to the target
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If At Higher Levels. When you cast this spell using a spell slot of 2nd whenever you hit it with an attack. Also, choose one ability when you
the target is missing any of its hit points, it instead takes 1d12 level or higher, you gain 5 additional temporary hit points for each cast the spell. The target has disadvantage on ability checks made
necrotic damage. slot level above 1st. with the chosen ability. If the target drops to 0 hit points before this
The spell’s damage increases by one die when you reach 5th level spell ends, you can use a bonus action on a subsequent turn of yours
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). to curse a new creature. A remove curse cast on the target ends this
spell early.
At Higher 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.

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

Mage Armor Speak with Animals Witch Bolt


1st-level abjuration 1st-level divination (ritual) 1st-level evocation

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


RANGE Touch RANGE Self RANGE 30 feet
DURATION 8 hours DURATION 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S COMPONENTS V, S, M (a twig from a tree that has been struck by lightning)

You touch a willing creature who isn’t wearing armor, and a You gain the ability to comprehend and verbally communicate with A beam of crackling, blue energy lances out toward a creature within
protective magical force surrounds it until the spell ends. The target’s beasts for the duration. The knowledge and awareness of many range, forming a sustained arc of lightning between you and the
base AC becomes 13 + its Dexterity modifier. The spell ends it if the beasts is limited by their intelligence, but at minimum, beasts can target. Make a ranged spell attack against that creature. On a hit, the
target dons armor or if you dismiss the spell as an action. give you information about nearby locations and monsters, including target takes 1d12 lightning damage, and on each of your turns for the
whatever they can perceive or have perceived within the past day. duration, you can use your action to deal 1d12 lightning damage to
You might be able to persuade a beast to perform a small favor for the target automatically. The spell ends if you use your action to do
you, at the DM’s discretion. anything else. The spell also ends if the target is ever outside the
spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d12 for each slot
level above 1st.

Armor of Shadows (Warlock) Player’s Handbook Beast Speech (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Blindness/Deafness Mind Spike Counterspell
2nd-level necromancy 2nd-level divination 3rd-level abjuration

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


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

You can blind or deafen a foe. Choose one creature that you can see You reach into the mind of one creature you can see within range. Reaction: When you see a creature within 60 feet of you casting a
within range to make a Constitution saving throw. If it fails, the target The target must make a Wisdom saving throw, taking 3d8 psychic spell You attempt to interrupt a creature in the process of casting a
is either blinded or deafened (your choice) for the duration. At the damage on a failed save, or half as much damage on a successful one. spell. If the creature is casting a spell of 3rd level or lower, its spell
end of each of its turns, the target can make a Constitution saving On a failed save, you also always know the target’s location until the fails and has no effect. If it is casting a spell of 4th level or higher,
throw. On a success, the spell ends. spell ends, but only while the two of you are on the same plane of make an ability check using your spellcasting ability. The DC equals
At Higher Levels. When you cast this spell using a spell slot of 3rd existence. While you have this knowledge, the target can’t become 10+ the spell’s level. On a success, the creature’s spell fails and has
or higher, you can target one additional creature for each slot level hidden from you, and if it’s invisible, it gains no benefit from that no effect.
above 2nd. condition against you. At Higher Levels. When you cast this spell using a spell slot of 4th
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the interrupted spell has no effect if its level is less
level or higher, the damage increases by 1d8 for each slot level above than or equal to the level of the spell slot you used.
2nd.

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

Slow Summon Lesser Demons


3rd-level transmutation 3rd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a drop of molasses) COMPONENTS V, S, M (a vial of blood from a humanoid killed within the past 24
hours)

You alter time around up to six creatures of your choice in a 40-foot You utter foul words, summoning demons from the chaos of the
cube within range. Each target must succeed on a Wisdom saving Abyss. Roll on the following table to determine what appears.
throw or be affected by this spell for the duration. d6:1-2 Two demons of challenge rating 1 or lower
An affected target’s speed is halved, it takes a -2 penalty to AC and d6:3-4 Four demons of challenge rating 1/2 or lower
Dexterity saving throws, and it can’t use reactions. On its turn, it can d6:5-6 Eight demons of challenge rating 1/4 or lower
use either an action or a bonus action, not both. Regardless of the The DM chooses the demons, such as manes or dretches, and you
creature’s abilities or magic items, it can’t make more than one choose the unoccupied spaces you can see within range where they
melee or ranged attack during its turn. appear. A summoned demon disappears when it drops to 0 hit points
If the creature attempts to cast a spell with a casting time of 1 or when the spell ends.
action, roll a d20. On an 11 or higher, the spell doesn’t take effect The demons are hostile to all creatures, including you. Roll
until the creature’s next turn, and the creature must use its action on initiative for the summoned demons as a group, which has its own
that turn to complete the spell. If it can’t, the spell is wasted. turns. The demons pursue and attack the nearest non-demons to the
A creature affected by this spell makes another Wisdom saving best of their ability.
throw at the end of each of its turns. On a successful save, the effect As part of casting the spell, you can form a circle on the ground
ends for it. with the blood used as a material component. The circle is large
enough to encompass your space. While the spell lasts, the
summoned demons can’t cross the circle or harm it, and they can‘t
target anyone within it. Using the material component in this manner
consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th
or 7th level, you summon twice as many demons. If you cast it using a
spell slot of 8th or 9th level, you summon three times as many
demons.

Mire the Mind (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
Studded Leather Longsword Crossbow, Light
Armor Weapons Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 3 lb. Player’s Handbook 5 lb. Player’s Handbook

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