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Warlock Old One 4 Guild Artisan - Alchemist

CLASS & LEVEL BACKGROUND PLAYER NAME

Human 2700
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Guild Business - Alchemists and Apothecaries
13 +1 30 Trait - I always want to know how things work and what
makes people tick.
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 27


-1
Strength
DEXTERITY Everyone should be free to

+1


+1

+1
Dexterity
Constitution
27 pursue his or her own livelihood.
CURRENT HIT POINTS IDEALS
-1
Intelligence
12 ● +5
Wisdom
I will get revenge on the evil forces that destroyed my
● +6
Charisma place of business and ruined my livelihood.

CONSTITUTION SAVING THROWS


TEMPORARY HIT POINTS BONDS

+1

+1
Acrobatics (Dex) Total 4d8 SUCCESSES
I’ll do anything to get my hands
12
+3
Animal Handling (Wis) 4 FAILURES on something rare or priceless.
-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

-1 ●


+6

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Human***
E. Blast +6 1d10+4For *Ability Score - Charisma +1 and Wisdom +1

Insight (Wis)
*Size - Medium
9 ●
+5
*Skill - Perception(Wis)
*Feat - Elemental Adept(Lightning)

+6
Intimidation (Cha) W. Bolt +6 1d12Light *Languages - Common and Draconic

--==Background==--

Investigation (Int)
***Background - Guild Artisan***
WISDOM -1
*Skills - Insight(Wis) and Persuasion(Cha)
*Tool - Alchemist's Supplies

Medicine (Wis)
+3 *Language - Deep Speech

+3
-1
Nature (Int) Eldritch Blast - 120' 1 target ranged spell
--==Class==--
***Class - Warlock***
*Ability Score - Charisma +2
*Hit Dice - 4d8
attack for 1d10+4 Force damage
Perception (Wis)
● +5 *Armor - Light
15+1 *Weapons - Simple
*Saving Throws - Wisdom and Charisma

Performance (Cha)
*Skills - Intimidation(Cha) and Deception(Cha)
+4
Witch Bolt - 30' 1 target ranged spell attack *Starting Wealth - 160GP(4d4x10)

for 2d12 Lightning damage, concentration to


Persuasion (Cha)
+6 --==Archetype==--

CHARISMA apply 1d12 per round up to 9 additional ***Archetype - Great Old One***
*Pact Magic - spell slots are of the same level and refresh after a short rest.
*Awakened Mind - you may communicate telepathically with any visible creature within 30'
-1
Religion (Int) rounds as an action, any action besides, of you that can understand at least one language.

+4 +1
Sleight of Hand (Dex)
enemy out of range or behind cover ends the
spell.
--==Special==--
***Feats***
*Elemental Adept(Lightning) - spells you cast ignore Resistance to Lightning and you can
treat 1's rolled for damage as 2's.
+1
Stealth (Dex) ***Eldritch Invocations(2)***
15+3 *1 - Agonizing Blast - add Charisma Modifier to Eldritch Blast damage
+3
Survival (Wis) *2 - Devil's Sight - you can see normally in magical and non-magical Darkness up to 120'

***Pact of the Chain***


*You learn the "Find Familiar" spell and can cast it as a ritual. The spell doesn’t count
SKILLS ATTACKS & SPELLCASTING against your number of spells known. When you cast the spell, you can choose one of the
norm al forms for your familiar or one of the following special forms: Imp, Pseudodragon,
Quasit, or Sprite. Additionally, when you take the Attack action, you can forgo one of your
own attacks to allow your familiar to make one attack of its own.

15 PASSIVE WISDOM (PERCEPTION)


Body - Studded Leather (AC
***Imp Familiar***
Str - 6/Dex - 17/Con - 13/Int - 11/Wis - 12/Cha - 14
CP AC - 13/HP - 10
12 + Dexterity Modifier) Skills - Deception +4, Insight +3, Persuasion +4, Stealth +5
Size - Tiny, Speed - 20'/40' Fly
Resistances - Cold; Bludgeoning, Piercing and Slashing from nonmagical, nonsilvered
RH - Quarterstaff weapons
Immunities - Fire and Poison
SP 8 LH - Arcane Focus(Crystal) Condition Immunities - Poisoned
Languages - Common, Languages - Infernal and Common
Devil's Sight - 120'
Shapechanger(Rat(20'), Raven(60' Fly) or Spider(20' Climb))
Undercommon and Deep Misc - Alchemist's Supplies Invisibility - the Imp magically turns Invisible until it attacks or until its concentration is
broken.
EP Magic Resistance(shared) - Advantage vs. Saving Throws against Spell and Magical
Speech Effects (shared with Master within 10')
Telepathic Bond - Master senses what the Imp senses within 1 mile
Attack - Sting+5 (1d4+3 Piercing damage), on hit target takes 3d6 Poison damage or half if
Tools - Alchemist's Supplies it makes a DC11 Constitution save.
GP 107
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

ADDITIONAL FEATURES & TRAITS

Background Equipment - A set of artisan’s tools (Alchemist's Supplies), a letter of


introduction from your guild, a set of
traveler’s clothes, and a belt pouch
Warlock Starting Equipment - Studded Leather(45GP), Arcane Focus (Crystal - 10GP),
Quarterstaff(2SP) and Dungeoneer's Pack(12GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock
Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
Minor Illusion
True Strike

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Witch Bolt

<forgot unseen servant>


4
Arms of Hadar

Find Familiar (Ritual - Pact of the Chain)


SPELLS KNOWN

2 2
Darkness

Misty Step

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

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