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Level 3 Shadar-Kai Bard (1) / Warlock, The Fiend (2) 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Umbra
Sailor Neutral Tuco
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Bardic Inspiration (Bonus Action—2/Long Rest).
N
CIE C
Inspire one creature other than yourself within 60
-1 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

-1 Inspiration die, a d6.Once within the next 10


✘ +5 Dexterity
minutes, the creature can roll the die and add the
+3 Constitution ARMOR CLASS number rolled to one ability check, attack roll, or
DEXTERITY
-1 Intelligence
saving throw it makes.
MAXIMUM HIT DICE TEMPORARY

17 ✘
-1 Wisdom

+4 Charisma
27 3d8 Eldritch Invocations.
Mask of Many Faces. You can cast disguise self at
CONDITIONAL
will, without expending a spell slot.
Cloak of Baalzebul (Bonus Action). You can
+3 conjure a swarm of buzzing flies around you. The
swarm grants you advantage on Intimidation checks
CURRENT HIT POINTS but disadvantage on all other Charisma checks. In
CONSTITUTION DEATH SAVING THROWS
addition, a creature that starts its turn within 5 feet
SAVING THROWS
of you takes 2 poison damage. You can dismiss the
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
swarm with another bonus action.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Dark One’s Blessing. When you reduce a hostile
-1 Animal Handling (Wis)
creature to 0 hit points, you gain 4 temporary hp.
+3 ✘ +1 Arcana (Int) Darkvision

✘ +1 Athletics (Str) Resistances. Necrotic


INTELLIGENCE +2 Deception (Cha)

8 -1 History (Int)
-1 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
-1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
-1 Nature (Int)

8 ✘ +1 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+2 Performance (Cha) hours a day.
+2 Persuasion (Cha)
-1 -1 Religion (Int)
Necrotic Resistance. You have resistance to
necrotic damage.
+3 Sleight of Hand (Dex)
CHARISMA Blessing of the Raven Queen (1/Short Rest). As a
✘ +5 Stealth (Dex) bonus action, you can magically teleport up to 30

15 -1 Survival (Wis) feet to an unoccupied space you can see. You also
SKILLS gain resistance to all damage when you teleport
using this trait. The resistance lasts until the start
of your next turn. During that time, you appear
+2 11 PASSIVE PERCEPTION ghostly and translucent.

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Viol, Lute, Flute, Navigator’s


tools, Vehicles water

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I like a job well done, especially if I can convince
someone else to do it. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I never pass up a friendly wager. ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Respect. The thing that keeps a ship together is


mutual respect between captain and crew. (Good)

IDEAL

I was cheated out of my fair share of the profits, and


I want to get my due.

BOND

I’ll say anything to avoid having to do extra work.

FLAW BACKGROUND STORY

Bad Reputation
No matter where you go, people are afraid of you
due to your reputation. When you are in a civilized
settlement, you can get away with minor criminal
offenses, such as refusing to pay for food at a tavern
or breaking down doors at a local shop, since most
people will not report your activity to the
authorities.

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
[Rapier] 1 2
Diplomat’s Pack 1 10
Viol 1 1
[Leather] 1 10
Dagger 1 1

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

24 lb / 120 lb 240 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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Mage Hand Mending

1ST LEVEL 2 SPELL SLOTS Feather Fall Healing Word


Identify Sleep

Charisma +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Fiend

CANTRIPS Eldritch Blast Green-Flame Blade

1ST LEVEL 2 SPELL SLOTS Armor of Agathys Burning Hands


Command

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Disguise Self (Mask of Many Faces)


Eldritch Blast Green-Flame Blade Mage Hand
Evocation Cantrip Evocation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 5 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, M (a weapon) COMPONENTS V, S

A beam of crackling energy streaks toward a creature within range. As part of the action used to cast this spell, you must make a melee A spectral, floating hand appears at a point you choose within range.
Make a ranged spell attack against the target. On a hit, the target attack with a weapon against one creature within the spell’s range, The hand lasts for the duration or until you dismiss it as an action.
takes 1d10 force damage. otherwise the spell fails. On a hit, the target suffers the attack’s The hand vanishes if it is ever more than 30 feet away from you or if
The spell creates more than one beam when you reach higher normal effects, and green fire leaps from the target to a different you cast this spell again.
levels: two beams at 5th level, three beams at 11th level, and four creature of your choice that you can see within 5 feet of it. The You can use your action to control the hand. You can use the hand
beams at 17th level. you can direct the beams at the same target or second creature takes fire damage equal to your spellcasting ability to manipulate an object, open an unlocked door or container, stow or
at different ones. Make a separate attack roll for each beam. modifier. retrieve an item from an open container, or pour the contents out of
This spell’s damage increases when you reach higher levels. At 5th a vial. You can move the hand up to 30 feet each time you use it. The
level, the melee attack deals an extra 1d8 fire damage to the target, hand can’t attack, activate magic items, or carry more than 10
and the fire damage to the second creature increases to 1d8 + your pounds.
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide Spellcasting (Bard) Player’s Handbook

Mending Armor of Agathys Burning Hands


Transmutation Cantrip 1st-level abjuration 1st-level evocation

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


RANGE Touch RANGE Self RANGE Self (15-foot cone)
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S, M (a cup of water) COMPONENTS V, S

This spell repairs a single break or tear in an object you touch, such as A protective magical force surrounds you, manifesting as a spectral As you hold your hands with thumbs touching and fingers spread, a
broken chain link, two halves of a broken key, a torn cloak, or a frost that covers you and your gear. You gain 5 temporary hit points thin sheet of flames shoots forth from your outstretched fingertips.
leaking wineskin. As long as the break or tear is no larger than 1 foot for the duration. If a creature hits you with a melee attack while you Each creature in a 15-foot cone must make a Dexterity saving throw.
in any dimension, you mend it, leaving no trace of the former have these hit points, the creature takes 5 cold damage. A creature takes 3d6 fire damage on a failed save, or half as much
damage. This spell can physically repair a magic item or construct, At Higher Levels. When you cast this spell using a spell slot of 2nd damage on a successful one. The fire ignites any flammable objects in
but the spell can’t restore magic to such an object. level or higher, both the temporary hit points and the cold damage the area that aren’t being worn or carried.
increase by 5 for each slot above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

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

Command Disguise Self Feather Fall


1st-level enchantment 1st-level illusion 1st-level transmutation

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


RANGE 60 feet RANGE Self RANGE 60 feet
DURATION 1 round DURATION 1 hour DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down)

You speak a one-word command to a creature you can see within You make yourself—including your clothing, armor, weapons, and Reaction: When you or a creature within 60 feet of you falls Choose
range. The target must succeed on a Wisdom saving throw or follow other belongings on your person—look different until the spell ends up to five falling creatures within range. A falling creature’s rate of
the command on its next turn. The spell has no effect if the target is or until you use your action to dismiss it. You can seem 1 foot shorter descent slows to 60 feet per round until the spell ends. If the creature
undead, if it doesn’t understand your language, or if your command or taller and can appear thin, fat, or in between. You can’t change lands before the spell ends, it takes no falling damage and can land
is directly harmful to it. Some typical commands and their effects your body type, so you must adopt a form that has the same basic on its feet, and the spell ends for that creature.
follow. You might issue a command other than one described here. If arrangement of limbs. Otherwise, the extent of the illusion is up to
you do so, the DM determines how the target behaves. If the target you.
can’t follow your command, the spell ends. The changes wrought by this spell fail to hold up to physical
Approach. The target moves toward you by the shortest and most inspection. For example, if you use this spell to add a hat to your
direct route, ending its turn if it moves within 5 feet of you. outfit, objects pass through the hat, and anyone who touches it
Drop. The target drops whatever it is holding and then ends its would feel nothing or would feel your head and hair. If you use this
turn. spell to appear thinner than you are, the hand of someone who
Flee. The target spends its turn moving away from you by the reaches out to touch you would bump into you while it was
fastest available means. seemingly still in midair.
Grovel. The target falls prone and then ends its turn. To discern that you are disguised, a creature can use its action to
Halt. The target doesn’t move and takes no actions. A flying inspect your appearance and must succeed on an Intelligence
creature stays aloft, provided that it is able to do so. If it must move (Investigation) check against your spell save DC.
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Pact Magic (Warlock) Player’s Handbook Mask of Many Faces (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Healing Word Identify Sleep
1st-level evocation 1st-level divination (ritual) 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 minute CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

A creature of your choice that you can see within range regains hit You choose one object that you must touch throughout the casting of This spell sends creatures into a magical slumber. Roll 5d8, the total
points equal to 1d4 + your spellcasting ability modifier. This spell has the spell. If it is a magic item or some other magic-imbued object, you is how many hit points of creatures this spell can affect. Creatures
no effect on undead or constructs. learn its properties and how to use them, whether it requires within 20 feet of a point you choose within range are affected in
At Higher Levels. When you cast this spell using a spell slot of 2nd attunement to use, and how many charges it has, if any. You learn ascending order of their current hit points (ignoring unconscious
level or higher, the healing increases by 1d4 for each slot level above whether any spells are affecting the item and what they are. If the creatures).
1st. item was created by a spell, you learn which spell created it. If you Starting with the creature that has the lowest current hit points,
instead touch a creature throughout the casting, you learn what each creature affected by this spell falls unconscious until the spell
spells, if any, are currently affecting it. 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 (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Rapier Darkvision Fey Ancestry


Martial Melee Weapon Vision Racial Trait

RANGE 5 ft Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being
ATTACK +5 vs AC
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep.
range, a creature with darkvision can see in darkness as if
DAMAGE 1d8+3 piercing the darkness were dim light, so areas of darkness are only
lightly obscured as far as that creature is concerned.
Finesse However, the creature can’t discern color in darkness, only
shades of gray.

Elf Player’s Handbook Elf Player’s Handbook

Trance Necrotic Resistance Blessing of the Raven Queen


Racial Trait Racial Trait Racial Trait

Elves don’t need to sleep. Instead, they meditate deeply, You have resistance to necrotic damage. As a bonus action, you can magically teleport up to 30 feet
remaining semiconscious, for 4 hours a day. (The Common to an unoccupied space you can see. Once you use this
word for such meditation is “trance.”) While meditating, trait, you can't do so again until you finish a long rest.
you can dream after a fashion; such dreams are actually Starting at 3rd level, you also gain resistance to all
mental exercises that have become reflexive through years damage when you teleport using this trait. The resistance
of practice. After resting in this way, you gain the same lasts until the start of your next turn. During that time, you
benefit that a human does from 8 hours of sleep. appear ghostly and translucent.

Elf Player’s Handbook Shadar-Kai Mordenkainen’s Tome of Foes Shadar-Kai Mordenkainen’s Tome of Foes
Bardic Inspiration Eldritch Invocations Mask of Many Faces
Class Feature Class Feature Class Feature

You can inspire others through stirring words or music. To In your study of occult lore, you have unearthed eldritch You can cast disguise self at will, without expending a spell
do so, you use a bonus action on your turn to choose one invocations, fragments of forbidden knowledge that imbue slot.
creature other than yourself within 60 feet of you who can you with an abiding magical ability.
hear you. That creature gains one Bardic Inspiration die, a At 2nd level, you gain two eldritch invocations of your
d6. choice. Your invocation options are detailed at the end of
Once within the next 10 minutes, the creature can roll the class description. When you gain certain warlock levels,
the die and add the number rolled to one ability check, you gain additional invocations of your choice, as shown in
attack roll, or saving throw it makes. The creature can wait the Invocations Known column of the Warlock table.
until after it rolls the d20 before deciding to use the Bardic Additionally, when you gain a level in this class, you can
Inspiration die, but must decide before the GM says choose one of the invocations you know and replace it with
whether the roll succeeds or fails. Once the Bardic another invocation that you could learn at that level.
Inspiration die is rolled, it is lost. A creature can have only
one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th
level, a d10 at 10th level, and a d12 at 15th level.

Bard Player’s Handbook Warlock Player’s Handbook Eldritch Invocations Player’s Handbook

Cloak of Baalzebul Dark One’s Blessing


Class Feature Archetype Feature

Prerequisite: The Fiend patron Starting at 1st level, when you reduce a hostile creature to
As a bonus action, you can conjure a swarm of buzzing 0 hit points, you gain temporary hit points equal to your
flies around you. The swarm grants you advantage on Charisma modifier + your warlock level (minimum of 1).
Charisma (Intimidation) checks but disadvantage on all
other Charisma checks. In addition, a creature that starts its
turn within 5 feet of you takes poison damage equal to
your Charisma modifier. You can dismiss the swarm with
another bonus action.

Eldritch Invocations Unearthed Arcana: Warlock and Wizard The Fiend Player’s Handbook

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