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Half-Elf Feylock 1
Half-Elf Feylock 1
Half-Elf Feylock 1
Half-Elf 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH Life of seclusion - I was searching for
11 -1 30 spiritual enlightenment
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Trait - I connect everything that happens
to me to a grand, cosmic plan.
8 PERSONALITY TRAITS
-1
-1
+0
Dexterity
Constitution
8 nothing left to know.
CURRENT HIT POINTS IDEALS
+3
Intelligence
8 ● +5
Wisdom
I am still seeking the enlightenment I pursued in my
● +5
Charisma seclusion, and it still eludes me
+0
-1
Acrobatics (Dex) Total 1d8 SUCCESSES I like keeping secrets and won't share
10 them with anyone.
+3
Animal Handling (Wis) 1 FAILURES
●
+5
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)
+3
+3
+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==-
E. Blast +5 1d10Force ***Race-Half-Elf***
15+1 +3
Insight (Wis) *Ability Score - Charisma +2, Intelligence +1 and Wisdom +1
*Size - Medium
+3
Intimidation (Cha) *Darkvision - Dim=Bright, Dark=Dim(no color in Dark)
*Fey Ancestry - Advantage vs. Charm effects and Immunity
WISDOM +3
Investigation (Int) vs. Sleep
*Skill Versatility - Perception(Wis) and Persuasion(Cha)
● +3
Medicine (Wis) *Languages - Common, Elvish and Sylvan
+3 ●
+5
Nature (Int) Eldritch Blast - 120'/ VS/ 1 action/ instant - 1 --==Background==--
***Background - Hermit***
target ranged spell attack for 1d10 Force
15+1
●
+5
Perception (Wis) damage
*Skills - Medicine(Wis) and Religion(Int)
*Tools - Herbalism Kit
+3
Performance (Cha) *Languages - Primordial
Hex - 90'/ VSM/ 1 bonus/ con 1 hour - 1d6
CHARISMA
●
+5
Persuasion (Cha) Necrotic bonus damage on a successful
--==Class==--
***Class - Warlock***
●
+5
Religion (Int) attack, if target drops to 0HP you may use a *Hit Dice - 1d8
+3 -1
Sleight of Hand (Dex)
bonus action on your turn to transfer the Hex
to another target within range
*Armor - Light
*Weapons - Simple
*Saving Throws - Wisdom and Charisma
Stealth (Dex)
-1 *Skills - Arcana(Int) and Nature(Int)
*Starting Gold - 160GP (4d4x10)
14+2
+3
Survival (Wis) --==Archetype==--
***Archetype - Patron(Fey)***
SKILLS ATTACKS & SPELLCASTING *Pact Magic - spell slots are of the same level and are
refreshed with a short rest
*Fey Presence - creatures in a 10' cube originating from you
must make a Wisdom save or become either Frightened or
15 PASSIVE WISDOM (PERCEPTION)
Body - Studded Leather Charmed (your choice) until the end of your next turn; may
CP use once per short or long rest
(12AC+Dex)
RH - Quarterstaff
SP 8 LH - Empty
Misc - Component Pouch,
Herbalism Kit
EP
GP 82
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock
Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch Blast - 120' 1d10 Force
Minor Illusion
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 7
EPAR
SPELL NAME
ED
PR
Hex
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.