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Warlock [The Djinni Genie (Air)] (10)

Folk Hero Sloan


CLASS & LEVEL BACKGROUND PLAYER NAME
Aurelia Genasi/Air Genasi Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 60


-1 Strength
DEXTERITY
+3 Dexterity

+3 +1 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+5 Wisdom

+8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +3 Acrobatics (Dex) SUCCESSES

12 10x(1d8+1

+5 Animal Handling (Wis) FAILURES
)

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+1 +4 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 +1 Insight (Wis)
Dagger +7 1d4+3 piercing
Alchemist's
WISDOM
+4 Intimidation (Cha)
+1 Investigation (Int)
Quarterstaff +3 1d6-1 bludgeoning
Supplies
+1 Medicine (Wis) Backpack
+1 +1 Nature (Int)
Bag of Sand
+1 Perception (Wis) Number of
13
+4 Performance (Cha)
Attacks: 1 Book
CHARISMA
+4 Persuasion (Cha)
+5 Religion (Int)
Clothes, common
Crystal

+4 +3 Sleight of Hand (Dex)

18
+3 Stealth (Dex) Ink
+5 Survival (Wis)
Ink pen

SKILLS ATTACKS & SPELLCASTING


Knife, Small
11 PASSIVE WISDOM (PERCEPTION)
CP Leather
SP
Parchment x10
Tool Proficiencies:
Alchemist's Supplies; Land Pot, iron
Vehicles EP
Shovel
Weapon Proficiencies: Simple GP
10
Armor Proficiencies: Light PP

Language Proficiencies:
Common; Primordial
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast Counterspell
Mage Hand Dispel Magic
Prestidigitation Thunder Step
Thunderclap

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Arms of Hadar
4
Mage Armor (at will)

Silent Image (at will) Banishment


SPELLS KNOWN

2
Cloud of Daggers

Shatter

5 2
Conjure Elemental (once per rest)
9
Scrying
Synaptic Static

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Air Genasi
Constitution 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2
Levitate

5 2
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Eldritch Invocation: Agonizing Blast. Add 4 to eldritch blast spell damage.

Eldritch Invocation: Armor of Shadows. Cast mage armor on yourself at will.

Eldritch Invocation: Minions of Chaos. Cast conjure elemental using warlock spell slot
long rest. (use once/long rest).

Eldritch Invocation: Misty Visions. Cast silent image at will.

Eldritch Invocation: Thirsting Blade. When using Attack action, attack with pact blade twice.

Elemental Gift. You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type
determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can
hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

Genie's Vessel. Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny
object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine
what it is randomly by rolling on the Genie’s Vessel table.
Genie’s Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern
While you are touching the vessel, you can use it in the following ways:
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior
of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel.
The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear
the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice
your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed.
When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until
carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the
vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.
Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to
your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti),
or cold (marid).
The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune
to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes
in a flare of elemental power when you die.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the
ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Pact Boon: Pact of the Blade. Summon a magical weapon.

Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to
hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you
from the law or anyone else searching for you, though they will not risk their lives for you. .

Sanctuary Vessel. When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing
creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is
destroyed.
In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short
rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a
short rest there.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Page 1

Levitate Armor of Agathys Arms of Hadar


Air Genasi Level 2 Transmutation DC 13 Spell Mod Warlock Level 1 Abjuration DC 16 Spell Mod +8 Warlock Level 1 Conjuration DC 16 Spell Mod +8
+5
1 Act. 60 ft V,S,M Conc, 10 mins 1 Action Self V,S,M 1 hr 1 Action Self V,S Inst
Either a small leather loop or a piece of golden wire A cup of water
bent into a cup shape with a long shank on one end

One creature or object of your choice that you A protective magical force surrounds you, You invoke the power of Hadar, the Dark
can see within range rises vertically, up to 20 manifesting as a spectral frost that covers you Hunger. Tendrils of dark energy erupt from
feet, and remains suspended there for the and your gear. You gain 5 temporary hit points you and batter all creatures within 10 feet of
duration. The spell can levitate a target that for the duration. If a creature hits you with a you. Each creature in that area must make a
weighs up to 500 pounds. An unwilling melee attack while you have these hit points, Strength saving throw. On a failed save, a
creature that succeeds on a Constitution the creature takes 5 cold damage. At Higher target takes 2d6 necrotic damage and can’t
saving throw is unaffected. The target can Levels: When you cast this spell using a spell take reactions until its next turn. On a
move only by pushing or pulling against a slot of 2nd level or higher, both the temporary successful save, the creature takes half
fixed object or surface within reach (such as a hit points and the cold damage increase by 5 damage, but suffers no other effect. At Higher
wall or a ceiling), which allows it to move as if for each slot level above 1st. Levels: When you cast this spell using a spell
it were climbing. You can change the target's slot of 2nd level or higher, the damage
altitude by up to 20 feet in either direction on increases by 1d6 for each slot level above 1st.
your turn. If you are the target, you can move
up or down as part of your move. Otherwise,
you can use your action to move the target,
which must remain within the spell's range.
When the spell ends, the target floats gently to
the ground if it is still aloft.

Banishment Cloud of Daggers Conjure Elemental


Warlock Level 4 Abjuration DC 16 Spell Mod +8 Warlock Level 2 Conjuration DC 16 Spell Mod +8 Warlock Level 5 Conjuration DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 min 90 ft V,S,M Conc, 1 hr
An item distasteful to the target A sliver of glass Burning incense for air, soft clay for earth, sulfur and
phosphorus for fire, or water and sand for water

You attempt to send one creature that you can You fill the air with spinning daggers in a cube You call forth an elemental servant. Choose an
see within range to another plane of existence. 5 feet on each side, centered on a point you area of air, earth, fire, or water that fills a
The target must succeed on a Charisma saving choose within range. A creature takes 4d4 10-foot cube within range. An elemental of
throw or be banished. If the target is native to slashing damage when it enters the spell’s challenge rating 5 or lower appropriate to the
the plane of existence you're on, you banish area for the first time on a turn or starts its area you chose appears in an unoccupied
the target to a harmless demiplane. While turn there. At Higher Levels. When you cast space within 10 feet of it. For example, a fire
there, the target is incapacitated. The target this spell using a spell slot of 3rd level or elemental emerges from a bonfire, and an
remains there until the spell ends, at which higher, the damage increases by 2d4 for each earth elemental rises up from the ground. The
point the target reappears in the space it left slot level above 2nd. elemental disappears when it drops to 0 hit
or in the nearest unoccupied space if that points or when the spell ends. The elemental is
space is occupied. If the target is native to a friendly to you and your companions for the
different plane of existence than the one duration. Roll initiative for the elemental,
you're on, the target is banished with a faint which has its own turns. It obeys any verbal
popping noise, returning to its home plane. If commands that you issue to it (no action
the spell ends before 1 minute has passed, the required by you). If you don't issue any
target reappears in the space it left or in the commands to the elemental, it defends itself
nearest unoccupied space if that space is from hostile creatures but otherwise takes no
occupied. Otherwise, the target doesn't return. actions. If your concentration is broken, the
At Higher Levels. When you cast this spell elemental doesn't disappear. Instead, you lose

Counterspell Dispel Magic Eldritch Blast


Warlock Level 3 Abjuration DC 16 Spell Mod +8 Warlock Level 3 Abjuration DC 16 Spell Mod +8 Warlock - Evocation cantrip DC 16 Spell Mod +8
1 reAct. 60 ft S Inst 1 Act. 120 ft V,S Inst 1 Act. 120 ft V,S Inst

You attempt to interrupt a creature in the Choose one creature, object, or magical effect A beam of crackling energy streak toward a
process of casting a spell. If the creature is within range. Any spell of 3rd level or lower creature within range. Make a ranged spell
casting a spell of 3rd level or lower, its spell on the target ends. For each spell of 4th level attack against the target. On a hit, the target
fails and has no effect. If it is casting a spell of or higher on the target, make an ability check takes 1d10 force damage. The spell creates
4th level or higher, make an ability check using your spellcasting ability. The DC equals more than one beam when you reach higher
using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the levels: two beams at 5th level, three beams at
10 + the spell’s level. On a success, the spell ends. At Higher Levels. When you cast 11th level, and four beams at 17th level. You
creature’s spell fails and has no effect. At this spell using a spell slot of 4th level or can direct the beams at the same target or at
Higher Levels: When you cast this spell using a higher, you automatically end the effects of a different ones. Make a separate attack roll for
spell slot of 4th level or higher, the spell on the target if the spell's level is equal to each beam.
interrupted spell has no effect if its level is less or less than the level of the spell slot you used.
than or equal to the level of the spell slot you
used.
Page 1 (reverse)

Conjure Elemental (reverse) Banishment (reverse)


control of the elemental, it becomes hostile using a spell slot of 5th level or higher, you can
toward you and your companions, and it target one additional creature for each slot
might attack. An uncontrolled elemental can't level above 4th.
be dismissed by you, and it disappears 1 hour
after you summoned it. The GM has the
elemental's statistics. At Higher Levels. When
you cast this spell using a spell slot of 6th level
or higher, the challenge rating increases by 1
for each slot level above 5th.
Page 2

Mage Armor Mage Hand Prestidigitation


Warlock Level 1 Abjuration DC 16 Spell Mod +8 Warlock - Conjuration cantrip DC 16 Spell Mod +8 Warlock - Transmutation cantrip DC 16 Spell Mod
+8
1 Act. Touch V,S,M 8 hrs 1 Act. 30 ft V,S 1 min 1 Act. 10 ft V,S Up to 1 hr
A piece of cured leather

You touch a willing creature who isn't wearing A spectral, floating hand appears at a point This spell is a minor magical trick that novice
armor, and a protective magical force you choose within range. The hand lasts for spellcasters use for practice. You create one of
surrounds it until the spell ends. The target's the duration or until you dismiss it as an the following magical effects within range: •
base AC becomes 13 + its Dexterity modifier. action. The hand vanishes if it is ever more You create an instantaneous, harmless
The spell ends if the target dons armor or if than 30 feet away from you or if you cast this sensory effect, such as a shower of sparks, a
you dismiss the spell as an action. spell again. You can use your action to control puff of wind, faint musical notes, or an odd
the hand. You can use the hand to manipulate odor. • You instantaneously light or snuff out a
an object, open an unlocked door or container, candle, a torch, or a small campfire. • You
stow or retrieve an item from an open instantaneously clean or soil an object no
container, or pour the contents out of a vial. larger than 1 cubic foot. • You chill, warm, or
You can move the hand up to 30 feet each time flavor up to 1 cubic foot of nonliving material
you use it. The hand can't attack, activate for 1 hour. • You make a color, a small mark, or
magic items, or carry more than 10 pounds. a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. 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

Scrying Shatter Silent Image


Warlock Level 5 Divination DC 16 Spell Mod +8 Warlock Level 2 Evocation DC 16 Spell Mod +8 Warlock Level 1 Illusion DC 16 Spell Mod +8
10 mins Self V,S,M Conc, 10 mins 1 Act. 60 ft V,S,M Inst 1 Act. 60 ft V,S,M Conc, 10 mins
A focus worth at least 1,000 gp, such as a crystal A chip of mica A bit of fleece
ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you A sudden loud ringing noise, painfully You create the image of an object, a creature,
choose that is on the same plane of existence intense, erupts from a point of your choice or some other visible phenomenon that is no
as you. The target must make a Wisdom within range. Each creature in a larger than a 15-foot cube. The image appears
saving throw, which is modified by how well 10-foot-radius sphere centered on that point at a spot within range and lasts for the
you know the target and the sort of physical must make a Constitution saving throw. A duration. The image is purely visual; it isn't
connection you have to it. If a target knows creature takes 3d8 thunder damage on a failed accompanied by sound, smell, or other
you're casting this spell, it can fail the saving save, or half as much damage on a successful sensory effects. You can use your action to
throw voluntarily if it wants to be observed. one. A creature made of inorganic material cause the image to move to any spot within
Knowledge Save Modifier Secondhand (you such as stone, crystal, or metal has range. As the image changes location, you can
have heard of the target) +5 Firsthand (you disadvantage on this saving throw. A alter its appearance so that its movements
have met the target) +0 Familiar (you know nonmagical object that isn't being worn or appear natural for the image. For example, if
the target well) -5 Connection Save Modifier carried also takes the damage if it's in the you create an image of a creature and move it,
Likeness or picture -2 Possession or garment spell's area. At Higher Levels. When you cast you can alter the image so that it appears to be
-4 Body part, lock of hair, bit of nail, or the this spell using a spell slot of 3rd level or walking. Physical interaction with the image
like -10 On a successful save, the target isn't higher, the damage increases by 1d8 for each reveals it to be an illusion, because things can
affected, and you can't use this spell against it slot level above 2nd. pass through it. A creature that uses its action
again for 24 hours. On a failed save, the spell to examine the image can determine that it is
creates an invisible sensor within 10 feet of the an illusion with a successful Intelligence
target. You can see and hear through the (Investigation) check against your spell save

Synaptic Static Thunder Step Thunderclap


Warlock Level 5 Enchantment DC 16 Spell Mod +8 Warlock Level 3 Conjuration DC 16 Spell Mod +8 Warlock - Evocation cantrip DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 90 ft V Inst 1 Act. 5 ft S Inst

You choose a point within range and cause You teleport yourself to an unoccupied space You create a burst of thunderous sound that
psychic energy to explode there. Each creature you can see within range. Immediately after can be heard up to 100 feet away. Each
in a 20-foot-radius sphere centered on that you disappear, a thunderous boom sounds, creature within range, other than you, must
point must make an Intelligence saving throw. and each creature within 10 feet of the space succeed on a Constitution saving throw or take
A creature with an Intelligence score of 2 or you left must make a Constitution saving 1d6 thunder damage. The spell’s damage
lower can’t be affected by this spell. A target throw, taking 3d10 thunder damage on a failed increases by 1d6 when you reach 5th level
takes 8d6 psychic damage on a failed save, or save, or half as much damage on a successful (2d6), 11th level (3d6), and 17th level (4d6).
half as much damage on a successful one. one. The thunder can be heard from up to 300
After a failed save, a target has muddled feet away. You can bring along objects as long
thoughts for 1 minute. During that time, it as their weight doesn’t exceed what you can
rolls a d6 and subtracts the number rolled carry. You can also teleport one willing
from all its attack rolls and ability checks, as creature of your size or smaller who is
well as its Constitution saving throws to carrying gear up to its carrying capacity. The
maintain concentration. The target can make creature must be within 5 feet of you when you
an Intelligence saving throw at the end of each cast this spell, and there must be an
of its turns, ending the effect on itself on a unoccupied space within 5 feet of your
success. destination space for the creature to appear in;
otherwise, the creature is left behind. At
Higher Levels. When you cast this spell using a
Page 2 (reverse)

Prestidigitation (reverse)
such an effect as an action.

Silent Image (reverse) Scrying (reverse)


DC. If a creature discerns the illusion for what sensor as if you were there. The sensor moves
it is, the creature can see through the image. with the target, remaining within 10 feet of it
for the duration. A creature that can see
invisible objects sees the sensor as a luminous
orb about the size of your fist. Instead of
targeting a creature, you can choose a location
you have seen before as the target of this spell.
When you do, the sensor appears at that
location and doesn't move.

Thunder Step (reverse)


spell slot of 4th level or higher, the damage
increases by 1d10 for each slot level above 3rd.

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