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Level 2 Custom Lineage Sorcerer, Shadow Magic (1) / Warlock, The Hexblade (1) 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Corvus Nox - Hexblade of Nera the Raven Queen
Urchin Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Eldritch Adept. Your spellcasting ability for the


STRENGTH Chain Shirt 17 selected invocation is Charisma.
PROFICIENCY BONUS +2
9
SHIELD
AC Agonizing Blast. When you cast eldritch blast, add 4
Shield to the damage it deals on a hit.
N
CIE C

-1 Strength Eyes of the Dark.


Y
PROFI

-1
+3 Dexterity
Superior Darkvision. You can see in dim light within
✘ +3 Constitution ARMOR CLASS 120 feet of you as if it were bright light, and in
DEXTERITY
-2 Intelligence
darkness as if it were dim light.
MAXIMUM HIT DICE TEMPORARY

16 ✘
+1 Wisdom

+6 Charisma
14 1d6/1d8 Strength of the Grave. When damage reduces you
to 0 hit points, make a Charisma saving throw (DC5
CONDITIONAL
+ damage taken). On a success, you drop to 1 hit
point and cannot use this feature again until you
+3 finish a long rest.
CURRENT HIT POINTS Hexblade’s Curse (Bonus Action—1/Short Rest).
CONSTITUTION DEATH SAVING THROWS
Choose one creature you can see within 30ft. The
SAVING THROWS
target is cursed for 1 minute or until target dies, you
13 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
die, or you are incapacitated. Until the curse ends,
you gain a +2 bonus to damage rolls against the
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION cursed target and any attack roll you make against
+1 Animal Handling (Wis)
the cursed target is a critical hit on a roll of 19 or 20
+1 -2 Arcana (Int) Superior Darkvision on the d20. If the cursed target dies, you regain
5HP.
-1 Athletics (Str)
INTELLIGENCE +4 Deception (Cha) Hex Warrior. Whenever you finish a long rest, you
can touch one weapon that you are proficient with
7 -2 History (Int)
+1 Insight (Wis)
and that lacks the two-handed property. When you
attack with that weapon, you can use +6 for the
attack and +4 damage.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-2 -2 Investigation (Int)
+1 Medicine (Wis)
WISDOM -2 Nature (Int)

12 ✘ +3 Perception (Wis)
+4 Performance (Cha)
✘ +6 Persuasion (Cha)
+1 -2 Religion (Int)
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

19 +1 Survival (Wis)
SKILLS

+4 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +6 vs AC 1d8+4 slashing
Versatile
FEATURES & TRAITS
Eldritch Blast 120ft +6 vs AC +1d10 + 4 Force

Eldritch Blast + Hexblade Curse + Hex 120ft +6 vs AC 1d10 + 4, +2 Force, + 1d6 Necrotic Armor Proficiencies. Light Armor, Medium Armor,
Shields

Longsword + Hexblade + Heex 5 ft +6 vs AC 1d8+4 slashing, +2, +1d6 Necrotic Weapon Proficiencies. Dagger, Dart, Sling,
Versatile Quarterstaff, Crossbow, Light, Simple Melee
Weapons, Martial Weapons

Tool Proficiencies. Disguise kit, Thieves’ tools

Languages. Common, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Corvus Nox - Hexblade of Nera the Raven Queen
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls
who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness
without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through
cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you
come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.

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
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Chain Shirt] 1 20
[Longsword] 1 3
[Shield] 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

90.8 lb / 135 lb 270 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Shadow Magic

CANTRIPS Message Minor Illusion


Prestidigitation Shape Water

1ST LEVEL 2 SPELL SLOTS Chromatic Orb Sleep

Charisma +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Booming Blade Eldritch Blast

1ST LEVEL 1 SPELL SLOTS Hex Shield


Booming Blade Eldritch Blast Message
Evocation Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE Self (5-foot radius) RANGE 120 feet RANGE 120 feet
DURATION 1 round DURATION Instantaneous DURATION 1 round
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V, S, M (a short piece of copper wire)

You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. You point your finger toward a creature within range and whisper a
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target message. The target (and only the target) hears the message and can
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. reply in a whisper that only you can hear.
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher You can cast this spell through solid objects if you are familiar with
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four the target and know it is beyond the barrier. Magical silence, 1 foot
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. wood blocks the spell. The spell doesn’t have to follow a straight line
level, the melee attack deals an extra 1d8 thunder damage to the and can travel freely around corners or through openings.
target on a hit, and the damage the target takes for moving increases
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8)
and again at 17th level (3d8 and 4d8).

Pact Magic (Warlock) Tasha’s Cauldron of Everything Pact Magic (Warlock) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Minor Illusion Prestidigitation Shape Water


Illusion Cantrip Transmutation Cantrip Transmutation Cantrip

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


RANGE 30 feet RANGE 10 feet RANGE 30 feet
DURATION 1 minute DURATION Up to 1 hour DURATION Instantaneous or 1 hour (see below)
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S COMPONENTS S

You create a sound or an image of an object within range that lasts This spell is a minor magical trick that novice spellcasters use for You choose an area of water that you can see within range and that
for the duration. The illusion also ends if you dismiss it as an action or practice. You create one of the following magical effects within fits within a 5-foot cube. You manipulate it in one of the following
cast this spell again. range: ways.
If you create a sound, its volume can range from a whisper to a • You create an instantaneous, harmless sensory effect, such as a • You instantaneously move or otherwise change the flow of the
scream. It can be your voice, someone else’s voice, a lion’s roar, a shower of sparks, a puff of wind, faint musical notes, or an odd odor. water as you direct, up to 5 feet in any direction. This movement
beating of drums, or any other sound you choose. The sound • You instantaneously light or snuff out a candle, a torch, or a doesn’t have enough force to cause damage.
continues unabated throughout the duration, or you can make small campfire. • You cause the water to form into simple shapes and animate at
discrete sounds at different times before the spell ends. • You instantaneously clean or soil an object no larger than 1 cubic your direction. This change lasts for 1 hour.
If you create an image of an object—such as a chair, muddy foot. • You change the water’s color or opacity. The water must be
footprints, or a small chest—it must be no larger than a 5-foot cube. • You chill, warm, or flavor up to 1 cubic foot of nonliving material changed in the same way throughout. This change lasts for 1 hour.
The image can’t create sound, light, smell, or any other sensory for 1 hour. • You freeze the water, provided that there are no creatures in it.
effect. Physical interaction with the image reveals it to be an illusion, • You make a color, a small mark, or a symbol appear on an object The water unfreezes in 1 hour.
because things can pass through it. or a surface for 1 hour.
If a creature uses its action to examine the sound or image, the • You create a nonmagical trinket or an illusory image that can fit If you cast this spell multiple times, you can have no more than two
creature can determine that it is an illusion with a successful in your hand and that lasts until the end of your next turn. of its non-instantaneous effects active at a time, and you can dismiss
Intelligence (Investigation) check against your spell save DC. If a such an effect as an action.
creature discerns the illusion for what it is, the illusion becomes faint If you cast this spell multiple times, you can have up to three of its
to the creature. non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Chromatic Orb Hex Shield


1st-level evocation 1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted
by the magic missile spell
RANGE 90 feet RANGE 90 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION 1 round
COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S

You hurl a 4-inch-diameter sphere of energy at a creature that you You place a curse on a creature that you can see within range. Until An invisible barrier of magical force appears and protects you. Until
can see within range. You choose acid, cold, fire, lightning, poison, or the spell ends, you deal an extra 1d6 necrotic damage to the target the start of your next turn, you have a +5 bonus to AC, including
thunder for the type of orb you create, and then make a ranged spell whenever you hit it with an attack. Also, choose one ability when you against the triggering attack, and you take no damage from magic
attack against the target. If the attack hits, the creature takes 3d8 cast the spell. The target has disadvantage on ability checks made missile.
damage of the type you choose. with the chosen ability.
At Higher Levels. When you cast this spell using a spell slot of 2nd If the target drops to 0 hit points before this spell ends, you can use
level or higher, the damage increases by 1d8 for each slot level above a bonus action on a subsequent turn of yours to curse a new
1st. 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.

Spellcasting (Sorcerer) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Sleep
1st-level enchantment

CASTING TIME 1 action


RANGE 90 feet
DURATION 1 minute
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8, the total
is how many hit points of creatures this spell can affect. Creatures
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting (Sorcerer) Player’s Handbook


Backpack Crowbar Hammer
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

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

Piton Torch Tinderbox


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
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.
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.

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

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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