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Level 5 Custom Lineage Warlock, The Shadow Cabal 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Warlock
Rune Carver Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Rune Shaper. You gain following benefits:


STRENGTH Leather +1 13 • You learn the comprehend languages spell. You can
cast this spell without expending a spell slot, and you
PROFICIENCY BONUS +3
10
SHIELD must finish a long rest before you can cast it in this way
AC
again. You can also cast this spell using any spell slots you
have.
N
CIE C • You know a number of runes equal to 1. Whenever
+0 Strength
Y
PROFI

+0 you finish a long rest, you can inscribe each rune you
know onto one nonmagical weapon, armor, piece of
+1 Dexterity
clothing, or other object you touch. You temporarily learn
+2 Constitution ARMOR CLASS one 1st-level spell based on the rune you choose and you
DEXTERITY know the spell until you finish a long rest, when the rune
+0 Intelligence fades.
MAXIMUM HIT DICE TEMPORARY

12 ✘


+4 Wisdom

+8 Charisma
50 5d8
While you are wearing or carrying the rune-marked
object, you can cast the chosen spell associated with the
rune once without using a spell slot or material
CONDITIONAL components, and you can also cast the spell using any
+1 spell slots you have.
Each time you gain a level, you can replace one of the
runes you know with another one from the Rune Spells
CURRENT HIT POINTS
table.
CONSTITUTION DEATH SAVING THROWS
Your spellcasting ability for the benefits of this Feat is
SAVING THROWS
Charisma.

14 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Shadow Touched. You can cast this feat’s spells without a
Y
PROFI

spell slot once per long rest. You can also cast these spells
RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION using spell slots you have of the appropriate level. Your
+2 +0 Arcana (Int)
spellcasting ability for these spells is Charisma.

+0 Athletics (Str)
The Shadow Cabal. Your patron is a council of beings
who magically bolstered and corrupted your body to
INTELLIGENCE ✘ +8 Deception (Cha) make you into their chosen operative, a vicarious
embodiment of their will.
11 ✘ +3 History (Int)
+1 Insight (Wis) Eldritch Invocations.
Agonizing Blast. When you cast eldritch blast, add 5 to
✘✘ +11 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the damage it deals on a hit.
+0 ✘ +3 Investigation (Int)
Kiss of Mephistopheles. When you hit a creature with
your eldritch blast, you can cast fireball as a bonus action
+1 Medicine (Wis) using a warlock spell slot. The spell must be centered on
the creature you hit with eldritch blast.
WISDOM +0 Nature (Int) Book of Ancient Secrets. With your Book of Shadows in
hand, you can cast the chosen spells as rituals.On your
13 ✘ +4 Perception (Wis)
+5 Performance (Cha)
adventures, you can add other ritual spells to your Book
of Shadows. When you find such a spell, you can add it to
the book if the spell’s level is equal to or less than 3 and if
+5 Persuasion (Cha) you can spare the time to transcribe the spell. For each
+1 +0 Religion (Int)
level of the spell, the transcription process takes 2 hours
and costs 50 gp for the rare inks needed to inscribe it.
+1 Sleight of Hand (Dex)
Pact of the Tome. Your patron gives you a grimoire called
CHARISMA ✘ +4 Stealth (Dex) a Book of Shadows. If you lose it, you can perform a 1-
hour ceremony to receive a replacement from your
20 +1 Survival (Wis)
SKILLS
patron. This ceremony can be performed during a short
or long rest, and it destroys the previous book. The book
turns to ash when you die.
+5 14 PASSIVE PERCEPTION
Shadow Walk. While you are in dim light or darkness,
you become one with the shadows. Your speed increases
by 10 feet, and you can climb without expending
ADVANTAGE additional movement. You do not need handholds to
climb along a surface while using this feature.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Hand +1 30/120 +2 vs AC 1d6+2 piercing
Ammunition, Light, Loading
FEATURES & TRAITS
Dagger of Venom 20/60 +5 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Alchemist’s supplies

Languages. Infernal, Common, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Warlock
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You've dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring
over ancient engravings, you can tap into the supernatural power held within runes.

The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As
such, though Giant runes are the most commonly used, many rune carvers incorporate symbols from their native
languages into the craft.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Rune Shaper


You gain the Rune Shaper feat.

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 Dagger of Venom. You gain a +1 bonus to attack and
Backpack 1 5 Crossbow, Hand +1 1 3 damage rolls made with this magic weapon.
Crowbar 1 5 [Dagger of Venom] 1 1 You can use an action to cause thick, black poison to
Hammer 1 3 [Leather +1] 1 10 coat the blade. The poison remains for 1 minute or until
Piton 10 2.5 an attack using this weapon hits a creature. That
Torch 10 10 creature must succeed on a DC 15 Constitution saving
Tinderbox 1 1 throw or take 2d10 poison damage and become
Rations (1 day) 10 20 poisoned for 1 minute. The dagger can't be used this
Waterskin 1 5 way again until the next dawn.
Rope, Hempen (50 feet) 1 10
Leather +1. You have a bonus to AC while wearing this
armor. The bonus is determined by its rarity.

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

75.5 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 +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Shadow Cabal

CANTRIPS Chill Touch Eidolic Chains


Eldritch Blast Prestidigitation Ten Thousand Masks
Thaumaturgy

1ST LEVEL Armor of Agathys Detect Magic


Hellish Rebuke Hex Identify
Inflict Wounds

2ND LEVEL Shatter

3RD LEVEL 2 SPELL SLOTS Counterspell

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Comprehend Languages (Rune Shaper) Chromatic Orb (Rune Shaper)

2ND LEVEL Invisibility (Shadow Touched)


Chill Touch Eidolic Chains Eldritch Blast
Necromancy Cantrip Conjuration Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 120 feet
DURATION 1 round DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within A creature that you can see within range must succeed on a Strength A beam of crackling energy streaks toward a creature within range.
range. Make a ranged spell attack against the creature to assail it (Athletics) or Dexterity (Acrobatics) skill check (target’s choice) vs Make a ranged spell attack against the target. On a hit, the target
with the chill of the grave. On a hit, the target takes 1d8 necrotic your spell DC or become grappled. The target may attempt another takes 1d10 force damage.
damage, and it can’t regain hit points until the start of your next turn. skill check at the start of each of its turns to break the grapple. The spell creates more than one beam when you reach higher
Until then, the hand clings to the target. levels: two beams at 5th level, three beams at 11th level, and four
If you hit an undead target, it also has disadvantage on attack rolls beams at 17th level. you can direct the beams at the same target or
against you until the end of your next turn. at different ones. Make a separate attack roll for each beam.
This spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Pact Magic (Warlock) Player’s Handbook Pact of the Tome (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Player’s Handbook

Prestidigitation Ten Thousand Masks Thaumaturgy


Transmutation Cantrip Conjuration Cantrip Transmutation Cantrip

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


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

This spell is a minor magical trick that novice spellcasters use for You make the hand sign of deception and focus your will on your You manifest a minor wonder, a sign of supernatural power, within
practice. You create one of the following magical effects within presence. You can make a disguise kit ability check without having range. You create one of the following magical effects within range:
range: access to a disguise kit. If you are not proficient with disguise kits, • Your voice booms up to three times as loud as normal for 1
• You create an instantaneous, harmless sensory effect, such as a you may add half your proficiency modifier. minute.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You cause flames to flicker, brighten, dim, or change color for 1
• You instantaneously light or snuff out a candle, a torch, or a minute.
small campfire. • You cause harmless tremors in the ground for 1 minute.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point
foot. of your choice within range, such as a rumble of thunder, the cry of a
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers.
for 1 hour. • You instantaneously cause an unlocked door or window to fly
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
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 of the Tome (Warlock) The Magus Pact of the Tome (Warlock) Player’s Handbook

Armor of Agathys Chromatic Orb Comprehend Languages


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

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


RANGE Self RANGE 90 feet RANGE Self
DURATION 1 hour DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S, M (a cup of water) COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (a pinch of soot and salt)

A protective magical force surrounds you, manifesting as a spectral You hurl a 4-inch-diameter sphere of energy at a creature that you For the duration, you understand the literal meaning of any spoken
frost that covers you and your gear. You gain 5 temporary hit points can see within range. You choose acid, cold, fire, lightning, poison, or language that you hear. You also understand any written language
for the duration. If a creature hits you with a melee attack while you thunder for the type of orb you create, and then make a ranged spell that you see, but you must be touching the surface on which the
have these hit points, the creature takes 5 cold damage. attack against the target. If the attack hits, the creature takes 3d8 words are written. It takes about 1 minute to read one page of text.
At Higher Levels. When you cast this spell using a spell slot of 2nd damage of the type you choose. This spell doesn't decode secret messages in a text or a glyph, such
level or higher, both the temporary hit points and the cold damage At Higher Levels. When you cast this spell using a spell slot of 2nd as an arcane sigil, that isn't part of a written language.
increase by 5 for each slot above 1st. level or higher, the damage increases by 1d8 for each slot level above
1st.

Pact Magic (Warlock) Player’s Handbook Rune Shaper Player’s Handbook Rune Shaper Player’s Handbook
Detect Magic Hellish Rebuke Hex
1st-level divination (ritual) 1st-level evocation 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 bonus action
creature within 60 feet of you that you can see
RANGE Self RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)

For the duration, you sense the presence of magic within 30 feet of You point your finger, and the creature that damaged you is You place a curse on a creature that you can see within range. Until
you. If you sense magic in this way, you can use your action to see a momentarily surrounded by hellish flames. The creature must make a the spell ends, you deal an extra 1d6 necrotic damage to the target
faint aura around any visible creature or object in the area that bears Dexterity saving throw. It takes 2d10 fire damage on a failed save, or whenever you hit it with an attack. Also, choose one ability when you
magic, and you learn its school of magic, if any. half as much damage on a successful one. cast the spell. The target has disadvantage on ability checks made
The spell can penetrate most barriers, but is blocked by 1 foot of At Higher Levels. When you cast this spell using a spell slot of 2nd with the chosen ability.
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of level or higher, the damage increases by 1d10 for each slot level If the target drops to 0 hit points before this spell ends, you can use
wood or dirt. above 1st. a bonus action on a subsequent turn of yours 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.

Book of Ancient Secrets (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Identify Inflict Wounds Invisibility


1st-level divination (ritual) 1st-level necromancy 2nd-level illusion

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


RANGE Touch RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S COMPONENTS V, S, M (an eyelash encased in gum arabic)

You choose one object that you must touch throughout the casting of Make a melee spell attack against a creature you can reach. On a hit, A creature you touch becomes invisible until the spell ends. Anything
the spell. If it is a magic item or some other magic-imbued object, you the target takes 3d10 necrotic damage. the target is wearing or carrying is invisible as long as it is on the
learn its properties and how to use them, whether it requires At Higher Levels. When you cast this spell using a spell slot of 2nd target’s person. The spell ends for a target that attacks or casts a
attunement to use, and how many charges it has, if any. You learn level or higher, the damage increases by 1d10 for each slot level spell.
whether any spells are affecting the item and what they are. If the above 1st. At Higher Levels. When you cast this spell using a spell slot of 3rd
item was created by a spell, you learn which spell created it. level or higher, you can target one additional creature for each slot
If you instead touch a creature throughout the casting, you learn level above 2nd.
what spells, if any, are currently affecting it.

Book of Ancient Secrets (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Shadow Touched Player’s Handbook

Shatter Counterspell
2nd-level evocation 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you see a creature within 60 feet of
you casting a spell
RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a chip of mica) COMPONENTS S

A sudden loud ringing noise, painfully intense, erupts from a point of You attempt to interrupt a creature in the process of casting a spell. If
your choice within range. Each creature in a 10-foot-radius sphere the creature is casting a spell of 3rd level or lower, its spell fails and
centered on that point must make a Constitution saving throw. A has no effect. If it is casting a spell of 4th level or higher, make an
creature takes 3d8 thunder damage on a failed save, or half as much ability check using your spellcasting ability. The DC equals 10 + the
damage on a successful one. A creature made of inorganic material spell's level. On a success, the creature's spell fails and has no effect.
such as stone, crystal, or metal has disadvantage on this saving At Higher Levels. When you cast this spell using a spell slot of 4th
throw. level or higher, the interrupted spell has no effect if its level is less
A nonmagical object that isn’t being worn or carried also takes the than or equal to the level of the spell slot you used.
damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Crossbow, Hand +1 Dagger of Venom Backpack
Weapons Weapons Adventuring Gear

You have a +1 bonus to attack and damage rolls made with You gain a +1 bonus to attack and damage rolls made with A backpack is a leather pack carried on the back, typically
this magic weapon. this magic weapon. with straps to secure it. A backpack can hold 1 cubic foot/
You can use an action to cause thick, black poison to coat 30 pounds of gear.
the blade. The poison remains for 1 minute or until an You can also strap items, such as a bedroll or a coil of
attack using this weapon hits a creature. That creature rope, to the outside of a backpack.
must succeed on a DC 15 Constitution saving throw or take
2d10 poison damage and become poisoned for 1 minute.
The dagger can't be used this way again until the next
dawn.

3 lb. Dungeon Master’s Guide 1 lb. Dungeon Master’s Guide 5 lb. Player’s Handbook

Crowbar Hammer Piton


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook

Torch Tinderbox Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

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


Waterskin Rope, Hempen (50 feet) Leather +1
Adventuring Gear Adventuring Gear Armor

Rope, whether made of hemp or silk, has 2 hit points and You have a bonus to AC while wearing this armor. The
can be burst with a DC 17 Strength check. bonus is determined by its rarity.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 10 lb. Dungeon Master’s Guide

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