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The Great Wood Warlock 6 Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Liraz Kobold Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 18 4 35 I'm always polite and respectful. I face

-1
problems head-on. A simple, direct solution
3 PROFICIENCY BONUS is the best path to success.

8 PERSONALITY TRAITS
Hit Point Maximum 51
-1 Strength
DEXTERITY 4 Dexterity
Nation. My city, nation, or people are all that

4
3 Constitution CURRENT HIT POINTS
matter.
-1 Intelligence

18 4 Wisdom
8 IDEALS
Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

3 7 Acrobatics (Dex)
6 My Dragon Lord

16 1 Animal Handling (…
-1 Arcana (Int) BONDS

INTELLIGENCE 2 Athletics (Str)

-1
8 Deception (Cha) NAME ATK DAMAGE/TYPE
I´m a coward
-1 History (Int)
Light Crossbow +7 1d8+4 Piercing
9 1 Insight (Wis)
8 Intimidation (Cha)
Thorn Whip +8 2d6 piercing
-1 Investigation (Int) FLAWS
WISDOM
1 Medicine (Wis)

1
Eldritch Blast +8 1d10+5 Force
-1 Nature (Int)

4 Perception (Wis) Toll the dead DC16 2d8 necrotic … Sap Magic
13 5 Performance (Cha) Darkvision
ATTACKS & SPELLCASTING
5 Persuasion (Cha) Grovel, Cower, and Beg
CHARISMA
-1 Religion (Int) Pack Tactics

5 4
4
Sleight of Hand (D…
Stealth (Dex)
CP SP EP
10
GP PP
Sunlight Sensitivity

Eldritch Invocations
20 1 Survival (Wis)
1 Arcane Focus Invocations
SKILLS
1 Light Crossbow Pact of the Tome
1 Dungeoneer's Pack Squat Nimbleness
14 PASSIVE WISDOM (PERCEPTION) 2 Dagger
Predatory Grace
1 Backpack
FEATURES & TRAITS
1 Crowbar
TOOL: Land Vehicles, Playing Card Set 1 Hammer
LANGUAGE: Common, Draconic EQUIPMENT
ARMOR: Light Armor, Shields
WEAPON: Simple Weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

10 Piton
10 Torch
1 Tinderbox Total: Total:
10 Rations
1 Waterskin
ATTACKS & SPELLCASTING
1 Hempen rope
1 Shield
Total: Total:
1 Studded Leather Armor

EQUIPMENT
CHARISMA 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

Eldritch Blast Conjure Animals

Prestidigitation Fly
7 0
Shillelagh Hypnotic Pattern

Guidance

Spare the Dying 4 0


Thorn Whip 8 0

Toll the dead

5 0
9 0
1 0

Armor of Agathys

Charm Person

2 0

Spike Growth

Suggestion
FEATURES & TRAITS
Sap Magic Eldritch Invocations Pact of the Tome
When a spell is cast within 30 ft of me I can use In your study of occult lore, you have unearthed Your patron gives you a grimoire called a Book of
reaction for 25% chance to heal warlock level + cha Eldritch Invocations, fragments of forbidden Shadows. When you gain this feature, choose three
mod knowledge that imbue you with an abiding magical cantrips from any class's spell list (the three needn't
ability. At 2nd level, you gain two eldritch be from the same list). While the book is on your
Darkvision invocations of your choice. When you gain certain person, you can cast those cantrips at will. They
You can see in dim light within 60 feet of you as if warlock levels, you gain additional invocations of don't count against your number of cantrips known.
it were bright light, and in darkness as if it were dim your choice, as shown in the Invocations Known If they don't appear on the warlock spell list, they
light. You can't discern color in darkness, only column of the Warlock table. A level prerequisite are nonetheless warlock spells for you. If you lose
shades of gray. refers to your level in this class. Additionally, when your Book of Shadows, you can perform a 1-hour
you gain a level in this class, you can choose one of ceremony to receive a replacement from your
Grovel, Cower, and Beg
the invocations you know and replace it with patron. This ceremony can be performed during a
As an action on your turn, you can cower
another invocation that you could learn at that level. short or long rest, and it destroys the previous book.
pathetically to distract nearby foes. Until the end of
The book turns to ash when you die.
your next turn, your allies gain advantage on attack Invocations
rolls against enemies within 10 feet of you that can Agonizing Blast When you cast eldritch blast, add Squat Nimbleness
see you. Once you use this trait, you can't use it your Charisma modifier to the damage it deals on a You are uncommonly nimble for your race. You
again until you finish a short or long rest. hit. Misty Visions You can cast silent image at will, gain the following benefits: Increase your Strength
without expending a spell slot or material or Dexterity score by 1, to a maximum of 20.
Pack Tactics
components. Repelling Blast When you hit a Increase your walking speed by 5 feet. You gain
You have advantage on an attack roll against a
creature with eldritch blast, you can push the proficiency in the Acrobatics or Athletics skill (your
creature if at least one of your allies is within 5 feet
creature up to 10 feet away from you in a straight choice). You have advantage on any Strength
of the creature and the ally isn't incapacitated.
line. (Athletics) or Dexterity (Acrobatics) check you
make to escape from being grappled.
Sunlight Sensitivity
You have disadvantage on attack rolls and on
Predatory Grace
Wisdom (Perception) checks that rely on sight when
Pass without trace once per rest. Difficult terrain
you, the target of your attack, or whatever you are
from Forests causes no issue. Nonmagical plants
trying to perceive is in direct sunlight.
don´t slow or hurt me.
SPELLS
Eldritch Blast Shillelagh Thorn Whip
Evocation cantrip Transmutation cantrip Abjuration cantrip
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 Action
Range: 120 feet Range: Touch Range: 30 Feet
Target: A creature within range Target: The wood of a club or quarterstaff you are Target:
Components: V S holding Components: V S M
Duration: Instantaneous Components: V S M Duration: Instantaneous
Description: Duration: 1 minute Description:
A beam of crackling energy streaks toward a Description: You create a long, vine-like whip covered in thorns
creature within range. Make a ranged spell attack The wood of a club or quarterstaff you are holding that lashes out at your command toward a creature
against the target. On a hit, the target takes 1d10 is imbued with nature’s power. For the duration, you in range. Make a melee spell attack against the
force damage. The spell creates more than one beam can use your spellcasting ability instead of Strength target. If the attack hits, the creature takes 1d6
when you reach higher levels: two beams at 5th for the attack and damage rolls of melee attacks piercing damage, and if the creature is Large or
level, three beams at 11th level, and four beams at using that weapon, and the weapon’s damage die smaller, you pull the creature up to 10 feet closer to
17th level. You can direct the beams at the same becomes a d8. The weapon also becomes magical, if you. At Higher Levels. This spell’s damage
target or at different ones. Make a separate attack it isn’t already. The spell ends if you cast it again or increases by 1d6 when you reach 5th level (2d6),
roll for each beam. if you let go of the weapon. 11th level (3d6), and 17th level (4d6).

Prestidigitation Guidance Toll the dead


Transmutation cantrip Divination cantrip Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Touch Range: 60 feet
Target: See text Target: One willing creature Target:
Components: V S Components: V S Components: V S M
Duration: Up to 1 hour Duration: ConcentrationUp to 1 minute Duration: Instantaneous
Description: Description: Description:
This spell is a minor magical trick that novice You touch one willing creature. Once before the You point at one creature you can see within range,
spellcasters use for practice. You create one of the spell ends, the target can roll a d4 and add the and the sound of a dolorous bell fills the air around
following magical effects within range: You create number rolled to one ability check of its choice. It it for a moment. The target must succeed on a
an instantaneous, harmless sensory effect, such as a can roll the die before or after making the ability Wisdom saving throw or take 1d8 necrotic damage.
shower of sparks, a puff of wind, faint musical check. The spell then ends. If the target is missing any of its hit points, it instead
notes, or an odd odor. You instantaneously light or takes 1d12 necrotic damage. At Higher Levels. The
snuff out a candle, a torch, or a small campfire. You Spare the Dying spell’s damage increases by one die when you reach
instantaneously clean or soil an object no larger than Necromancy cantrip 5th level (2d8 or 2d12), 11th level (3d8 or 3d12),
1 cubic foot. You chill, warm, or flavor up to 1 Casting Time: 1 action and 17th level (4d8 or 4d12).
cubic foot of nonliving material for 1 hour. You Range: Touch

make a color, a small mark, or a symbol appear on Target: A living creature that has 0 hit points Armor of Agathys

an object or a surface for 1 hour. You create a Components: V S Abjuration 1

nonmagical trinket or an illusory image that can fit Duration: Instantaneous Casting Time: 1 action

in your hand and that lasts until the end of your next Description: Range: Self

turn. If you cast this spell multiple times, you can You touch a living creature that has 0 hit points. The Target:

have up to three of its non-instantaneous effects creature becomes stable. This spell has no effect on Components: V S M

active at a time, and you can dismiss such an effect undead or constructs. Duration: 1 hour

as an action. Description:
A protective magical force surrounds you,
manifesting as a spectral frost that covers you and
your gear. You gain 5 temporary hit points for the
duration. If a creature hits you with a melee attack
while you have these hit points, the creature takes 5
cold damage. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, both
the temporary hit points and the cold damage
increase by 5 for each slot.
Charm Person Suggestion Conjure Animals
Enchantment 1 Enchantment 2 Conjuration 3
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet Range: 60 feet
Target: A humanoid you can see within range Target: A creature you can see within range that Target: Unoccupied spaces that you can see within
Components: V S can hear and understand you range
Duration: 1 hour Components: V M Components: V S
Description: Duration: ConcentrationUp to 8 hours Duration: ConcentrationUp to 1 hour
You attempt to charm a humanoid you can see Description: Description:
within range. It must make a Wisdom saving throw, You suggest a course of activity (limited to a You summon fey spirits that take the form of beasts
and does so with advantage if you or your sentence or two) and magically influence a creature and appear in unoccupied spaces that you can see
companions are fighting it. If it fails the saving you can see within range that can hear and within range. Choose one of the following options
throw, it is charmed by you until the spell ends or understand you. Creatures that can’t be charmed are for what appears: One beast of challenge rating 2 or
until you or your companions do anything harmful immune to this effect. The suggestion must be lower Two beasts of challenge rating 1 or lower
to it. The charmed creature regards you as a friendly worded in such a manner as to make the course of Four beasts of challenge rating 1/2 or lower Eight
acquaintance. When the spell ends, the creature action sound reasonable. Asking the creature to stab beasts of challenge rating 1/4 or lower Each beast is
knows it was charmed by you. itself, throw itself onto a spear, immolate itself, or also considered fey, and it disappears when it drops
At Higher Levels: When you cast this spell using a do some other obviously harmful act ends the spell. to 0 hit points or when the spell ends. The
spell slot of 2nd level or higher, you can target one The target must make a Wisdom saving throw. On a summoned creatures are friendly to you and your
additional creature for each slot level above 1st. The failed save, it pursues the course of action you companions. Roll initiative for the summoned
creatures must be within 30 feet of each other when described to the best of its ability. The suggested creatures as a group, which has its own turns. They
you target them. course of action can continue for the entire duration. obey any verbal commands that you issue to them
If the suggested activity can be completed in a (no action required by you). If you don’t issue any
Spike Growth shorter time, the spell ends when the subject finishes commands to them, they defend themselves from
Transmutation 2 what it was asked to do. You can also specify hostile creatures, but otherwise take no actions. The
Casting Time: 1 action conditions that will trigger a special activity during GM has the creatures’ statistics.
Range: 150 feet the duration. For example, you might suggest that a At Higher Levels: When you cast this spell using
Target: A 20-foot radius centered on a point within knight give her warhorse to the first beggar she certain higher-level Spell Slots, you choose one of
range meets. If the condition isn’t met before the spell the summoning options above, and more creatures
Components: V S M expires, the activity isn’t performed. If you or any of appear - twice as many with a 5th-level slot, three
Duration: ConcentrationUp to 10 minutes your companions damage the target, the spell ends. times as many with a 7th-level slot, and four times
Description: as many with a 9th-level slot.
The ground in a 20-foot radius centered on a point
within range twists and sprouts hard spikes and Fly
thorns. The area becomes difficult terrain for the Transmutation 3
duration. When a creature moves into or within the Casting Time: 1 action
area, it takes 2d4 piercing damage for every 5 feet it Range: Touch
travels. The transformation of the ground is Target: A willing creature
camouflaged to look natural. Any creature that can’t Components: V S M
see the area at the time the spell is cast must make a Duration: ConcentrationUp to 10 minutes
Wisdom (Perception) check against your spell save Description:
DC to recognize the terrain as hazardous before You touch a willing creature. The target gains a
entering it. flying speed of 60 feet for the duration. When the
spell ends, the target falls if it is still aloft, unless it
can stop the fall.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Hypnotic Pattern
Illusion 3
Casting Time: 1 action
Range: 120 feet
Target: A 30-foot cube within range
Components: S M
Duration: ConcentrationUp to 1 minute
Description:
You create a twisting pattern of colors that weaves
through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes.
Each creature in the area who sees the pattern must
make a Wisdom saving throw. On a failed save, the
creature becomes charmed for the duration. While
charmed by this spell, the creature is incapacitated
and has a speed of 0. The spell ends for an affected
creature if it takes any damage or if someone else
uses an action to shake the creature out of its stupor.

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