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Level 3 Dark Elf Warlock, The Hexblade 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bob 2
Outlander Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (11) 11 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Superior Darkvision. You can see in dim light within
N
CIE C
120 feet of you as if it were bright light, and in
+0 Strength darkness as if it were dim light.
Y
PROFI

+0
+1 Dexterity
Eldritch Invocations.
+0 Constitution ARMOR CLASS Burning Hex (Bonus Action). You cause a target
DEXTERITY
+0 Intelligence
cursed by your Hexblade’s Curse to take 1 fire
MAXIMUM HIT DICE TEMPORARY damage.
12 ✘


+2 Wisdom

+2 Charisma
20 3d8 Lance of Lethargy. Once on each of your turns
when you hit a creature with your eldritch blast, you
CONDITIONAL
can reduce that creature’s speed by 10 feet until the
end of your next turn.
+1
Pact of the Blade (Action). Create a pact weapon in
CURRENT HIT POINTS your empty hand. This weapon counts as magical
CONSTITUTION DEATH SAVING THROWS
for the purpose of overcoming resistance and
SAVING THROWS
immunity to nonmagical attacks and damage.Your
10 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
pact weapon disappears if it is more than 5 feet
away from you for 1 minute or more. It also
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION disappears if you use this feature again, if you
+0 Animal Handling (Wis)
dismiss the weapon (no action required), or if you
+0 +0 Arcana (Int)
Darkvision, Superior Darkvision die.You can transform one magic weapon into your
pact weapon by performing a special ritual while
✘ +2 Athletics (Str)
you hold the weapon. You perform the ritual over
INTELLIGENCE ✘ +2 Deception (Cha) the course of 1 hour, which can be done during a
short rest. You can then dismiss the weapon,
10 +0 History (Int)
+0 Insight (Wis)
shunting it into an extradimensional space, and it
appears whenever you create your pact weapon
thereafter. You can’t affect an artifact or a sentient
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon in this way. The weapon ceases being your
+0 ✘ +2 Investigation (Int) pact weapon if you die, if you perform the 1-hour
Fey Ancestry. Advantage on saving throws against ritual on a different weapon, or if you use a 1-hour
+0 Medicine (Wis)
being charmed, and magic can’t put you to sleep. ritual to break your bond to it. The weapon appears
WISDOM +0 Nature (Int) at your feet if it is in the extradimensional space
when the bond breaks.
10 ✘ +2 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
+0 Performance (Cha) hours a day. Hexblade’s Curse (Bonus Action—1/Short Rest).
Choose one creature you can see within 30ft. The
+0 Persuasion (Cha)
+0 Sunlight Sensitivity. You have disadvantage on target is cursed for 1 minute. Until the curse ends,
+0 Religion (Int) attack rolls and on Perception checks that rely on you gain the following benefits:You gain a +2 bonus
sight when you, the target of your attack, or to damage rolls against the cursed target and any
+1 Sleight of Hand (Dex)
whatever you are trying to perceive is in direct attack roll you make against the cursed target is a
CHARISMA +1 Stealth (Dex) critical hit on a roll of 19 or 20 on the d20.If the
sunlight.
cursed target dies, you regain 3 hp.
11 ✘ +2 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire 1/long rest. (Charisma) Hex Warrior. Whenever you finish a long rest, you
can touch one weapon that you are proficient with
+0 12 PASSIVE PERCEPTION and that lacks the two-handed property. When you
attack with that weapon, you can use +2 for the
attack and +0 damage.
ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons, Martial
Weapons

Tool Proficiencies. Shawm

Languages. Common, Elvish, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Bob 2
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I once ran twenty-five miles without stopping to nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
warn to my clan of an approaching orc horde. I’d do features of the terrain, you know the ways of the wild.
it again if I had to.
I place no stock in wealthy or well-mannered folk.
Money and manners won’t save you from a hungry
owlbear.
PERSONALITY TRAITS

Honor. If I dishonor myself, I dishonor my whole


clan. (Lawful)

IDEAL

I am the last of my tribe, and it is up to me to ensure


their names enter legend.

BOND

I am too enamored of ale, wine, and other


intoxicants.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

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

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

lb / 150 lb 300 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 +2 10 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast Sword Burst

1ST LEVEL Healing Elixir Hex


Wrathful Smite

2ND LEVEL 2 SPELL SLOTS Misty Step

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Dark Elf)

1ST LEVEL Faerie Fire (Dark Elf)


Dancing Lights Eldritch Blast Sword Burst
Evocation Cantrip Evocation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 120 feet RANGE 5 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V

You create up to four torch-sized lights within range, making them A beam of crackling energy streaks toward a creature within range. You create a momentary circle of spectral blades that sweep around
appear as torches, lanterns, or glowing orbs that hover in the air for Make a ranged spell attack against the target. On a hit, the target you. Each creature within range, other than you, must succeed on a
the duration. You can also combine the four lights into one glowing takes 1d10 force damage. Dexterity saving throw or take 1d6 force damage.
vaguely humanoid form of Medium size. Whichever form you choose, The spell creates more than one beam when you reach higher This spell’s damage increases by 1d6 when you reach 5th level
each light sheds dim light in a 10-foot radius. As a bonus action on levels: two beams at 5th level, three beams at 11th level, and four (2d6), 11th level (3d6), and 17th level (4d6).
your turn, you can move the lights up to 60 feet to a new spot within beams at 17th level. you can direct the beams at the same target or
range. A light must be within 20 feet of another light created by this at different ones. Make a separate attack roll for each beam.
spell, and a light winks out if it exceeds the spell’s range.

Drow Magic (Dark Elf) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide

Faerie Fire Healing Elixir Hex


1st-level evocation 1st-level conjuration 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION 24 hours DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S, M (alchemist’s supplies) COMPONENTS V, S, M (the petrified eye of a newt)

Each object in a 20-foot cube within range is outlined in blue, green, You create a healing elixir in a simple vial that appears in your hand. You place a curse on a creature that you can see within range. Until
or violet light (your choice). Any creature in the area when the spell is The elixir retains its potency for the duration or until it’s consumed, the spell ends, you deal an extra 1d6 necrotic damage to the target
cast is also outlined in light if it fails a Dexterity saving throw. For the at which point the vial vanishes. whenever you hit it with an attack. Also, choose one ability when you
duration, objects and affected creatures shed dim light in a 10-foot As an action, a creature can drink the elixir or administer it to cast the spell. The target has disadvantage on ability checks made
radius. another creature. The drinker regains 2d4 + 2 hit points. with the chosen ability. If the target drops to 0 hit points before this
Any attack roll against an affected creature or object has advantage spell ends, you can use a bonus action on a subsequent turn of yours
if the attacker can see it, and the affected creature or object can’t to curse a new creature. A remove curse cast on the target ends this
benefit from being invisible. 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.

Drow Magic (Dark Elf) Player’s Handbook Pact Magic (Warlock) UA: Starter Spells Pact Magic (Warlock) Player’s Handbook

Wrathful Smite Misty Step


1st-level evocation 2nd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 bonus action


RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V

The next time you hit with a melee weapon attack during this spell’s Briefly surrounded by silvery mist, you teleport up to 30 feet to an
duration, your attack deals an extra 1d6 psychic damage. unoccupied space that you can see.
Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to
steel its resolve and end this spell.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

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