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Level 3 Satyr Warlock, The Undying 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Floopty Doo
Boros Legionnaire Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Eldritch Invocations.


STRENGTH Studded Leather 16 Fiendish Vigor. You can cast false life on yourself
at will, without expending a spell slot or material
PROFICIENCY BONUS +2
9
SHIELD
AC components.
Agonizing Blast. When you cast eldritch blast, add
N
CIE C
5 to the damage it deals on a hit.
-1 Strength
Y
PROFI

-1 Pact of the Tome. Your patron gives you a grimoire


+4 Dexterity
called a Book of Shadows. If you lose it, you can
+2 Constitution ARMOR CLASS perform a 1-hour ceremony to receive a
DEXTERITY
-1 Intelligence
replacement from your patron. This ceremony can
MAXIMUM HIT DICE TEMPORARY be performed during a short or long rest, and it
18 ✘


+4 Wisdom

+7 Charisma
24 3d8 destroys the previous book. The book turns to ash
when you die.
CONDITIONAL
Among the Dead. You have advantage on saving
+4 throws against any disease. If an undead targets you
directly with an attack or a harmful spell, that
CURRENT HIT POINTS creature must make a DC15 Wisdom saving throw.
CONSTITUTION DEATH SAVING THROWS
On a failed save, the creature must choose a new
SAVING THROWS
target or forfeit targeting someone instead of you,
15 N
CIE C

+4 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
potentially wasting the attack or spell.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +1 Arcana (Int)
✘ +1 Athletics (Str)
INTELLIGENCE +5 Deception (Cha)

9 -1 History (Int)
+2 Insight (Wis)
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 ✘ +1 Investigation (Int)
+2 Medicine (Wis) Fey. Your creature type is fey, rather than
WISDOM
humanoid.
-1 Nature (Int)

14 +2 Perception (Wis) Ram. You can use your head and horns to make
unarmed strikes. If you hit with them, you deal
✘ +7 Performance (Cha) 1d4 + -1 bludgeoning damage.
✘ +7 Persuasion (Cha)
+2 -1 Religion (Int)
Magic Resistance. You have advantage on saving
throws against spells and other magical effects.
+4 Sleight of Hand (Dex)
CHARISMA Mirthful Leaps. Whenever you make a long or high
+4 Stealth (Dex) jump, you can add a d8 to the number of feet you

20 +2 Survival (Wis) cover, even when making a standing jump. This


SKILLS extra distance costs movement as normal.

+5 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Horn, Playing card set

Languages. Common, Sylvan, Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Floopty Doo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of
establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the
angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the
Dangerous work is best accomplished by an orderly ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a
group working with common purpose. charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
I pace when standing and fidget incessantly when
forced to sit.

PERSONALITY TRAITS

Protection. It isn’t right for innocents to suffer


because of the arrogance of the powerful. (Good)

IDEAL

I do what I can to help out the spouse of a comrade


who died in battle.

BOND

I see everything in clear-cut black and white.

FLAW BACKGROUND STORY

Legion Station
You have an established place in the hierarchy of the
Boros Legion. You can requisition simple equipment
for temporary use, and you can gain access to any
Boros garrison in Ravnica, where you can rest in
safety and receive the attention of medics. You are
also paid a salary of 1 gp (a Boros-minted 1-zino
coin) per week, which (combined with free lodging in
your garrison) enables you to maintain a poor
lifestyle between adventures.

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
[Studded Leather] 1 13

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

13 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 +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Undying

CANTRIPS Eldritch Blast Minor Illusion


Sacred Flame Shocking Grasp Spare the Dying
Vicious Mockery

1ST LEVEL Guiding Bolt Hex


Protection from Evil and Good

2ND LEVEL 2 SPELL SLOTS Aid

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL False Life (Fiendish Vigor)


Eldritch Blast Minor Illusion Sacred Flame
Evocation Cantrip Illusion Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a bit of fleece) COMPONENTS V, S

A beam of crackling energy streaks toward a creature within range. You create a sound or an image of an object within range that lasts Flame-like radiance descends on a creature that you can see within
Make a ranged spell attack against the target. On a hit, the target for the duration. The illusion also ends if you dismiss it as an action or range. The target must succeed on a Dexterity saving throw or take
takes 1d10 force damage. cast this spell again. If you create a sound, its volume can range from 1d8 radiant damage. The target gains no benefit from cover for this
The spell creates more than one beam when you reach higher a whisper to a scream. It can be your voice, someone else’s voice, a saving throw. The spell’s damage increases by 1d8 when you reach
levels: two beams at 5th level, three beams at 11th level, and four lion’s roar, a beating of drums, or any other sound you choose. The 5th level (2d8), 11th level (3d8), and 17th level (4d8).
beams at 17th level. you can direct the beams at the same target or sound continues unabated throughout the duration, or you can make
at different ones. Make a separate attack roll for each beam. discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

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

Shocking Grasp Spare the Dying Vicious Mockery


Evocation Cantrip Necromancy Cantrip Enchantment Cantrip

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


RANGE Touch RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

Lightning springs from your hand to deliver a shock to a creature you You touch a living creature that has 0 hit points. The creature You unleash a string of insults laced with subtle enchantments at a
try to touch. Make a melee spell attack against the target. You have becomes stable. This spell has no effect on undead or constructs. creature you can see within range. If the target can hear you (thought
advantage on the attack roll if the target is wearing armor made of it need not understand you), it must succeed on a Wisdom saving
metal. On a hit, the target takes 1d8 lightning damage, and it can’t throw or take 1d4 psychic damage and have disadvantage on the
take reactions until the start of its next turn. next attack roll it makes before the end of its next turn. This spell’s
The spell’s damage increases by 1d8 when you reach 5th level damage increases by 1d4 when you reach 5th level (2d4), 11th level
(2d8), 11th level (3d8), and 17th level (4d8). (3d4) and 17th level (4d4)

Pact of the Tome (Warlock) Player’s Handbook Among the Dead (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook

False Life Guiding Bolt Hex


1st-level necromancy 1st-level evocation 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 120 feet RANGE 90 feet
DURATION 1 hour DURATION 1 round DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 A flash of light streaks toward a creature of your choice within range. You place a curse on a creature that you can see within range. Until
+ 4 temporary hit points for the duration. Make a ranged spell attack against the target. On a hit, the target the spell ends, you deal an extra 1d6 necrotic damage to the target
At Higher Levels. When you cast this spell using a spell slot of 2nd takes 4d6 radiant damage, and the next attack roll made against this whenever you hit it with an attack. Also, choose one ability when you
level or higher, you gain 5 additional temporary hit points for each target before the end of your next turn has advantage, thanks to the cast the spell. The target has disadvantage on ability checks made
slot level above 1st. mystical dim light glittering on the target until then. with the chosen ability. If the target drops to 0 hit points before this
At Higher Levels. When you cast this spell using a spell slot of 2nd spell ends, you can use a bonus action on a subsequent turn of yours
level or higher, the damage increases by 1d6 for each slot level above to curse a new creature. A remove curse cast on the target ends this
1st. 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.

Fiendish Vigor (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Protection from Evil and Good Aid
1st-level abjuration 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION 8 hours
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a tiny strip of white cloth)
consumes)

Until the spell ends, one willing creature you touch is protected Your spell bolsters your allies with toughness and resolve. Choose up
against certain types of creatures: aberrations, celestials, elementals, to three creatures within range. Each target’s hit point maximum and
fey, fiends, and undead. The protection grants several benefits. current hit points increase by 5 for the duration.
Creatures of those types have disadvantage on attack rolls against At Higher Levels. When you cast this spell using a spell slot of 3rd
the target. The target also can’t be charmed, frightened, or possessed level or higher, a target’s hit points increase by an additional 5 for
by them. If the target is already charmed, frightened, or possessed by each slot level above 2nd.
such a creature, the target has advantage on any new saving throw
against the relevant effect.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Studded Leather
Armor

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook

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