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Warlock [Lawn] (5) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Ginsley Porter Tiefling Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +2 30
14 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 46


+2 Strength
DEXTERITY

15
+2 Dexterity
+2 Constitution
+1 Intelligence
46
CURRENT HIT POINTS IDEALS

+2 ●
+3 Wisdom

+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15 +2 Acrobatics (Dex) SUCCESSES

+2 0 Animal Handling (Wis)


5x(1d8+2)
FAILURES

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

13 ●
+3 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1 ●
+3 Insight (Wis)
Dagger +5 1d4+2 piercing
Clothes, common
WISDOM


+3 Intimidation (Cha)
+4 Investigation (Int)
Sickle +5 1d4+2 slashing
Incense x5
0 Medicine (Wis) Leather
10 +1 Nature (Int)
Pouch

+3 Perception (Wis) Number of
0
0 Performance (Cha)
Attacks: 1 Vestements

+3 Persuasion (Cha)
CHARISMA

+4 Religion (Int)

10 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
0 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP

SP
Weapon Proficiencies:
Simple EP

Armor Proficiencies: Light GP


15
Language Proficiencies: PP

Abyssal; Common; Deep


Speech; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 5'9 130
AGE HEIGHT WEIGHT
Ginsley Porter Blue Tan with foundation Blonde
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.
Tiefling, Warlock Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Acid Splash (uses Book of Shadows) Bestow Curse (once per long rest)
Eldritch Blast Counterspell
Prestidigitation Remove Curse
Shocking Grasp (uses Book of Shadows)
Thaumaturgy
True Strike
Vicious Mockery (uses Book of Shadows)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Expeditious Retreat

False Life (at will)


4
Hellish Rebuke
SPELLS KNOWN

2
Darkness

Hold Person
Invisibility
5
Spider Climb

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

Darkvision: 60 ft.
Damage Resistances: fire

-----------Other Traits------------
Eldritch Invocation: Beguiling Influence. Proficiency in deception
and persuasion.

Eldritch Invocation: Fiendish Vigor. Cast false life at will.

Eldritch Invocation: Sign of Ill Omen. Cast bestow curse using


warlock spell slot (use once/long rest).

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast Hellish


Rebuke and Darkness once per day. CHA is the spellcasting
ability.

Pact Boon: Pact of the Tome. You have a spellbook with 3 extra
cantrips.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1

Thaumaturgy Acid Splash Eldritch Blast


Tiefling Cantrip Transmutation DC 11 Spell Mod +3 Warlock Cantrip Conjuration DC 11 Spell Mod +3 Warlock Cantrip Evocation DC 11 Spell Mod +3
1 Act. 30 ft V Up to 1 min 1 Act. 60 ft V,S Inst 1 Act. 120 ft V,S Inst

You manifest a minor wonder, a sign of You hurl a bubble of acid. Choose one creature A beam of crackling energy streak toward a
supernatural power, within range. You create within range, or choose two creatures within creature within range. Make a ranged spell
one of the following magical effects within range that are within 5 feet of each other. A attack against the target. On a hit, the target
range: • Your voice booms up to three times as target must succeed on a Dexterity saving takes 1d10 force damage. The spell creates
loud as normal for 1 minute. • You cause throw or take 1d6 acid damage. This spell's more than one beam when you reach higher
flames to flicker, brighten, dim, or change damage increases by 1d6 when you reach 5th levels: two beams at 5th level, three beams at
color for 1 minute. • You cause harmless level (2d6), 11th level (3d6), and 17th level 11th level, and four beams at 17th level. You
tremors in the ground for 1 minute. • You (4d6). can direct the beams at the same target or at
create an instantaneous sound that originates different ones. Make a separate attack roll for
from a point of your choice within range, such each beam.
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Prestidigitation Shocking Grasp True Strike


Warlock Cantrip Transmutation DC 11 Spell Mod +3 Warlock Cantrip Evocation DC 11 Spell Mod +3 Warlock Cantrip Divination DC 11 Spell Mod +3
1 Act. 10 ft V,S Up to 1 hr 1 Act. Touch V,S Inst 1 Act. 30 ft S Conc, 1 Rnd

This spell is a minor magical trick that novice Lightning springs from your hand to deliver a You extend your hand and point a finger at a
spellcasters use for practice. You create one of shock to a creature you try to touch. Make a target in range. Your magic grants you a brief
the following magical effects within range: • melee spell attack against the target. You have insight into the target's defenses. On your next
You create an instantaneous, harmless advantage on the attack roll if the target is turn, you gain advantage on your first attack
sensory effect, such as a shower of sparks, a wearing armor made of metal. On a hit, the roll against the target, provided that this spell
puff of wind, faint musical notes, or an odd target takes 1d8 lightning damage, and it can't hasn't ended.
odor. • You instantaneously light or snuff out a take reactions until the start of its next turn.
candle, a torch, or a small campfire. • You The spell's damage increases by 1d8 when you
instantaneously clean or soil an object no reach 5th level (2d8), 11th level (3d8), and 17th
larger than 1 cubic foot. • You chill, warm, or level (4d8).
flavor up to 1 cubic foot of nonliving material
for 1 hour. • You make a color, a small mark, or
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

Vicious Mockery Hellish Rebuke Expeditious Retreat


Warlock Cantrip Enchantment DC 11 Spell Mod +3 Tiefling Level 1 Evocation DC 11 Spell Mod +3 Warlock Level 1 Transmutation DC 11 Spell Mod +3
1 Act. 60 ft V Inst 1 reAct. 60 ft V,S Inst 1 B.A. Self V,S Conc, 10 mins

Choose a creature you can see. If it can hear You point your finger, and the creature that This spell allows you to move at an incredible
you, it must pass a Wisdom save or take 1d4 damaged you is momentarily surrounded by pace. When you cast this spell, and then as a
psychic damage and have disadvantage on its hellish flames. The creature must make a bonus action on each of your turns until the
next attack roll before the end of its next turn. Dexterity saving throw. It takes 2d10 fire spell ends, you can take the Dash action.
The damage increases by 1d4 when you damage on a failed save, or half as much
reach 5th, 11th, and 17th level. damage on a successful one. At Higher Levels.
When you cast this spell using a spell slot of
2nd level or higher, the damage increase by
1d10 for each slot level above 1st.
Page 1 (reverse)

Prestidigitation (reverse)
such an effect as an action.
Page 2

False Life Darkness Hold Person


Warlock Level 1 Necromancy DC 11 Spell Mod +3 Tiefling Level 2 Evocation DC 11 Spell Mod +3 Warlock Level 2 Enchantment DC 11 Spell Mod +3
1 Act. Self V,S,M 1 hr 1 Act. 60 ft V,M Conc, 10 mins 1 Act. 60 ft V,S,M Conc, 1 min
A small amount of alcohol or distilled spirits Bat fur and a drop of pitch or piece of coal A small, straight piece of iron

Bolstering yourself with a necromantic Magical darkness spreads from a point you Choose a humanoid that you can see within
facsimile of life, you gain 1d4 + 4 temporary choose within range to fill a 15-foot-radius range. The target must succeed on a Wisdom
hit points for the duration. At Higher Levels. sphere for the duration. The darkness spreads saving throw or be paralyzed for the duration.
When you cast this spell using a spell slot of around corners. A creature with darkvision At the end of each of its turns, the target can
2nd level or higher, you gain 5 additional can't see through this darkness, and make another Wisdom saving throw. On a
temporary hit points for each slot level above nonmagical light can't illuminate it. If the success, the spell ends on the target. At Higher
1st. point you choose is on an object you are Levels. When you cast this spell using a spell
holding or one that isn't being worn or carried, slot of 3rd level or higher, you can target one
the darkness emanates from the object and additional humanoid for each slot level above
moves with it. Completely covering the source 2nd. The humanoids must be within 30 feet of
of the darkness with an opaque object, such as each other when you target them.
a bowl or a helm, blocks the darkness. If any of
this spell's area overlaps with an area of light
created by a spell of 2nd level or lower, the
spell that created the light is dispelled.

Invisibility Spider Climb Bestow Curse


Warlock Level 2 Illusion DC 11 Spell Mod +3 Warlock Level 2 Transmutation DC 11 Spell Mod +3 Warlock Level 3 Necromancy DC 11 Spell Mod +3
1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S Conc, 1 min
An eyelash encased in gum arabic A drop of bitumen and a spider

A creature you touch becomes invisible until Until the spell ends, one willing creature you You touch a creature, and that creature must
the spell ends. Anything the target is wearing touch gains the ability to move up, down, and succeed on a Wisdom saving throw or become
or carrying is invisible as long as it is on the across vertical surfaces and upside down along cursed for the duration of the spell. When you
target's person. The spell ends for a target that ceilings, while leaving its hands free. The cast this spell, choose the nature of the curse
attacks or casts a spell. At Higher Levels. target also gains a climbing speed equal to its from the following options: • Choose one
When you cast this spell using a spell slot of walking speed. ability score. While cursed, the target has
3rd level or higher, you can target one disadvantage on ability checks and saving
additional creature for each slot level above throws made with that ability score. • While
2nd. cursed, the target has disadvantage on attack
rolls against you. • While cursed, the target
must make a Wisdom saving throw at the start
of each of its turns. If it fails, it wastes its
action that turn doing nothing. • While the
target is cursed, your attacks and spells deal
an extra 1d8 necrotic damage to the target. A
remove curse spell ends this effect. At the
GM's option, you may choose an alternative
curse effect, but it should be no more powerful
than those described above. The GM has final

Counterspell Remove Curse


Warlock Level 3 Abjuration DC 11 Spell Mod +3 Warlock Level 3 Abjuration DC 11 Spell Mod +3
1 reAct. 60 ft S Inst 1 Act. Touch V,S Inst

You attempt to interrupt a creature that you At your touch, all curses affecting one creature
can see casting a spell. If the creature is casting or object end. If the object is a cursed magic
a spell of 3rd level or lower, its spell fails and item, its curse remains, but the spell breaks its
has no effect. If it's a spell of 4th level or owner's attunement to the object so it can be
higher, make a check using your spellcasting removed or discarded.
ability. The DC is 10 + the spell's level. On a
success, the spell is interrupted. At Higher
Levels: The interrupted spell has no effect if its
level is less than or equal to the level of the
spell slot you used.
Page 2 (reverse)

Bestow Curse (reverse)


say on such a curse's effect. At Higher Levels.
If you cast this spell using a spell slot of 4th
level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level
spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn't require concentration.

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