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Warlock [The Genie (Dao)] (7) Guild Merchant laes

CLASS & LEVEL BACKGROUND PLAYER NAME


Zherron K. Tiefling (MToF Variant)/Glasya Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

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

8 PERSONALITY TRAITS

Hit Point Maximum 52


-1 Strength
DEXTERITY

+3
+3 Dexterity
+2 Constitution
-1 Intelligence
52
CURRENT HIT POINTS IDEALS

16 ●
+4 Wisdom

+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +3 Acrobatics (Dex) SUCCESSES

14 +1 Animal Handling (Wis)


7x(1d8+2)
FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

-1 ●
+7 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

8 ●
+4 Insight (Wis)
Dagger +6 1d4+3 piercing
Backpack
WISDOM ●
+4 Intimidation (Cha)
+2 Investigation (Int)
Clothes, traveler’s
+1 Medicine (Wis) Crowbar
+1 -1 Nature (Int)
Crystal
+1 Perception (Wis) Number of
12
+4 Performance (Cha)
Attacks: 1 Hammer
CHARISMA

+7 Persuasion (Cha)
-1 Religion (Int)
Leather
+4 +3 Sleight of Hand (Dex) Piton x10
18
+3 Stealth (Dex) Pouch
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Rations (1 day)
x10
11 PASSIVE WISDOM (PERCEPTION)
CP Rope, hempen
SP
Tinderbox
Weapon Proficiencies: Torch x10
Martial; Simple EP
Waterskin
Armor Proficiencies: Light;
Medium; Shields
GP
15
PP
Language Proficiencies:
Common; Infernal;
Primordial; Terran
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
Zherron K.
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.
Glasya, Warlock Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast Counterspell
Guidance (uses Book of Shadows) Major Image
Mage Hand
Message (uses Book of Shadows)
Mind Sliver
Minor Illusion
Mold Earth (uses Book of Shadows)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Charm Person
4 2
Disguise Self

False Life (at will) Phantasmal Killer


SPELLS KNOWN

Find Familiar (Book of Ancient Secrets Ritual)

Identify (Book of Ancient Secrets Ritual)


Sanctuary

2
Crown of Madness

Invisibility
Spike Growth
5

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, bludgeoning

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

Eldritch Invocation: Book of Ancient Secrets. Inscribe and cast rituals.

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

Eldritch Invocation: Ghostly Gaze (Requires: 7th level). As an action, you gain the ability to see through solid objects to a range
of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your
concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent
images.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Elemental Gift. You begin to take on characteristics of your patron’s kind. You now have resistance to a bludgeoning damage.

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.

Equipment. You possess a set of artisans tools of your choice or a mule and cart. You also possess a letter of introduction from
your guild. If you choose the artisan's tools enter them manually in the equipment section. Enter the rest manually as custom
items.

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.

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 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 bludgeoning damage to the
target equal to your proficiency bonus.

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.

Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership
provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In
some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to
meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be
made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you
are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You
must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good
graces. .

Hellish Resistance. You have resistance to fire damage.

Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once
with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility
spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these
spells.

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

Skill Proficiency. You are proficient with artisan's tools, navigator's tools or an additional language. Enter this manually.
Page 1

Minor Illusion Eldritch Blast Guidance


Glasya Cantrip Illusion DC 15 Spell Mod +7 Warlock Cantrip Evocation DC 15 Spell Mod +7 Warlock Cantrip Divination DC 15 Spell Mod +7
1 Act. 30 ft S,M 1 min 1 Act. 120 ft V,S Inst 1 Act. Touch V,S Conc, 1 min
A bit of fleece

You create a sound or an image of an object A beam of crackling energy streak toward a You touch one willing creature. Once before
within range that lasts for the duration. The creature within range. Make a ranged spell the spell ends, the target can roll a d4 and add
illusion also ends if you dismiss it as an action attack against the target. On a hit, the target the number rolled to one ability check of its
or cast this spell again. If you create a sound, takes 1d10 force damage. The spell creates choice. It can roll the die before or after
its volume can range from a whisper to a more than one beam when you reach higher making the ability check. The spell then ends.
scream. It can be your voice, someone else's levels: two beams at 5th level, three beams at
voice, a lion's roar, a beating of drums, or any 11th level, and four beams at 17th level. You
other sound you choose. The sound continues can direct the beams at the same target or at
unabated throughout the duration, or you can different ones. Make a separate attack roll for
make discrete sounds at different times before each beam.
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

Mage Hand Message Mind Sliver


Warlock Cantrip Conjuration DC 15 Spell Mod +7 Warlock Cantrip Transmutation DC 15 Spell Mod Warlock Cantrip Enchantment DC 15 Spell Mod +7
+7
1 Act. 30 ft V,S 1 min 1 Act. 120 ft V,S,M 1 Rnd 1 Action 60 ft V
A short piece of copper wire

A spectral, floating hand appears at a point You point your finger toward a creature You drive a disorienting spike of psychic
you choose within range. The hand lasts for within range and whisper a message. The energy into the mind of one creature you can
the duration or until you dismiss it as an target (and only the target) hears the message see within range. The target must succeed on
action. The hand vanishes if it is ever more and can reply in a whisper that only you can an Intelligence saving throw or take 1d6
than 30 feet away from you or if you cast this hear. You can cast this spell through solid psychic damage and subtract 1d4 from the
spell again. You can use your action to control objects if you are familiar with the target and next saving throw it makes before the end of
the hand. You can use the hand to manipulate know it is beyond the barrier. Magical silence, your next turn. This spell’s damage increases
an object, open an unlocked door or container, 1 foot of stone, 1 inch of common metal, a thin by 1d6 when you reach certain levels: 5th level
stow or retrieve an item from an open sheet of lead, or 3 feet of wood blocks the spell. (2d6), 11th level (3d6), and 17th level (4d6).
container, or pour the contents out of a vial. The spell doesn't have to follow a straight line
You can move the hand up to 30 feet each time and can travel freely around corners or
you use it. The hand can't attack, activate through openings.
magic items, or carry more than 10 pounds.

Mold Earth Disguise Self Armor of Agathys


Warlock Cantrip Transmutation DC 15 Spell Mod Glasya Level 1 Illusion DC 15 Spell Mod +7 Warlock Level 1 Abjuration DC 15 Spell Mod +7
+7
1 Act. 30 ft S Inst 1 Act. Self V,S 1 hr 1 Act. Self V,S,M 1 hr
A cup of water

You choose a portion of dirt or stone that you You make yourself—including your clothing, A protective magical force surrounds you,
can see within range and that fits within a armor, weapons, and other belongings on manifesting as a spectral frost that covers you
5-foot cube. You manipulate it in one of the your person look different until the spell ends and your gear. You gain 5 temporary hit points
following ways: • If you target an area of loose or until you use your action to dismiss it. You for the duration. If a creature hits you with a
earth, you can instan-taneously excavate it, can seem 1 foot shorter or taller and can melee attack while you have these hit points,
move it along the ground, and deposit it up to appear thin, fat, or in between. You can't the creature takes 5 cold damage. At Higher
5 feet away. This movement doesn’t have change your body type, so you must adopt a Levels. When you cast this spell using a spell
enough force to cause damage. • You cause form that has the same basic arrangement of slot of 2nd level or higher, both the temporary
shapes, colors, or both to appear on the dirt or limbs. Otherwise, the extent of the illusion is hit points and the cold damage increase by 5
stone, spelling out words, creating images, or up to you. The changes wrought by this spell for each slot level above 1st.
shap-ing patterns. The changes last for 1 hour. fail to hold up to physical inspection. For
• If the dirt or stone you target is on the example, if you use this spell to add a hat to
ground, you cause it to become difficult your outfit, objects pass through the hat, and
terrain. Alternatively, you can cause the anyone who touches it would feel nothing or
ground to become normal terrain if it is would feel your head and hair. If you use this
already difficult terrain. This change lasts for 1 spell to appear thinner than you are, the hand
hour. If you cast this spell multiple times, you of someone who reaches out to touch you
can have no more than two of its would bump into you while it was seemingly
non-instantaneous effects active at a time, and still in midair. To discern that you are
Page 1 (reverse)

Minor Illusion (reverse)


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.

Disguise Self (reverse) Mold Earth (reverse)


disguised, a creature can use its action to you can dismiss such an effect as an action.
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.
Page 2

Charm Person False Life Find Familiar (ritual)


Warlock Level 1 Enchantment DC 15 Spell Mod +7 Warlock Level 1 Necromancy DC 15 Spell Mod +7 Warlock Level 1 Conjuration DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 hr 1 Act. Self V,S,M 1 hr 1 hr 10 ft V,S,M Inst
A small amount of alcohol or distilled spirits Charcoal, herbs, and incense (10 gp worth) consumed
in a fire in a brass brazier.

You attempt to charm a humanoid you can see Bolstering yourself with a necromantic You gain the service of a familiar, a spirit that
within range. It must make a Wisdom saving facsimile of life, you gain 1d4 + 4 temporary takes an animal form you choose: bat, cat,
throw, and does so with advantage if you or hit points for the duration. At Higher Levels. crab, frog (toad), hawk, lizard, octopus, owl,
your companions are fighting it. If it fails the When you cast this spell using a spell slot of poisonous snake, fish (quipper), rat, raven, sea
saving throw, it is charmed by you until the 2nd level or higher, you gain 5 additional horse, spider, or weasel. Appearing in an
spell ends or until you or your companions do temporary hit points for each slot level above unoccupied space within range, the familiar
anything harmful to it. The charmed creature 1st. has the statistics of the chosen form, though it
regards you as a friendly acquaintance. When is a celestial, fey, or fiend (your choice) instead
the spell ends, the creature knows it was of a beast. Your familiar acts independently
charmed by you. At Higher Levels. When you of you, but it always obeys your commands. In
cast this spell using a spell slot of 2nd level or combat, it rolls its own initiative and acts on
higher, you can target one additional creature its own turn. A familiar can't attack, but it can
for each slot level above 1st. The creatures take other actions as normal. When the
must be within 30 feet of each other when you familiar drops to 0 hit points, it disappears,
target them. leaving behind no physical form. It reappears
after you case this spell again. When your
familiar is within 100 feet of you, you can
communicate with it telepathically.
Additionally, as an action, you can see though

Identify (ritual) Sanctuary Invisibility


Warlock Level 1 Divination DC 15 Spell Mod +7 Warlock Level 1 Abjuration DC 15 Spell Mod +7 Glasya Level 2 Illusion DC 15 Spell Mod +7
1 min Touch V,S,M Inst 1 B.A. 30 ft V,S,M 1 min 1 Act. Touch V,S,M Conc, 1 hr
A pearl worth at least 100 gp and an owl feather A small silver mirror An eyelash encased in gum arabic

You choose one object that you must touch You ward a creature within range against A creature you touch becomes invisible until
throughout the casting of the spell. If it is a attack. Until the spell ends, any creature who the spell ends. Anything the target is wearing
magic item or some other magic-imbued targets the warded creature with an attack or a or carrying is invisible as long as it is on the
object, you learn its properties and how to use harmful spell must first make a Wisdom target's person. The spell ends for a target that
them, whether it requires attunement to use, saving throw. On a failed save, the creature attacks or casts a spell. At Higher Levels.
and how many charges it has, if any. You learn must choose a new target or lose the attack or When you cast this spell using a spell slot of
whether any spells are affecting the item and spell. This spell doesn't protect the warded 3rd level or higher, you can target one
what they are. If the item was created by a creature from area effects, such as the additional creature for each slot level above
spell, you learn which spell created it. If you explosion of a fireball. If the warded creature 2nd.
instead touch a creature throughout the makes an attack or casts a spell that affects an
casting, you learn what spells, if any, are enemy creature, this spell ends.
currently affecting it.

Crown of Madness Spike Growth Counterspell


Warlock Level 2 Enchantment DC 15 Spell Mod +7 Warlock Level 2 Transmutation DC 15 Spell Mod +7 Warlock Level 3 Abjuration DC 15 Spell Mod +7
1 Act. 120 ft V,S Conc, 1 min 1 Act. 150 ft V,S,M Conc, 10 mins 1 reAct. 60 ft S Inst
Seven sharp thorns or seven small twigs, each
sharpened to a point

One humanoid of your choice that you can see The ground in a 20-foot radius centered on a You attempt to interrupt a creature in the
within range must succeed on a Wisdom point within range twists and sprouts hard process of casting a spell. If the creature is
saving throw or become charmed by you for spikes and thorns. The area becomes difficult casting a spell of 3rd level or lower, its spell
the duration. While the target is charmed in terrain for the duration. When a creature fails and has no effect. If it is casting a spell of
this way, a twisted crown of jagged iron moves into or within the area, it takes 2d4 4th level or higher, make an ability check
appears on its head, and a madness glows in piercing damage for every 5 feet it travels. The using your spellcasting ability. The DC equals
its eyes. The charmed target must use its transformation of the ground is camouflaged 10 + the spell's level. On a success, the
action before moving on each of its turns to to look natural. Any creature that can't see the creature's spell fails and has no effect. At
make a melee attack against a creature other area at the time the spell is cast must make a Higher Levels: When you cast this spell using a
than itself that you mentally choose. The Wisdom (Perception) check against your spell spell slot of 4th level or higher, the
target can act normally on its turn if you save DC to recognize the terrain as hazardous interrupted spell has no effect if its level is less
choose no creature or if none are within its before entering it. than or equal to the level of the spell slot you
reach. On your subsequent turns, you must used.
use your action to maintain control over the
target, or the spell ends. Also the target can
make a Wisdom saving throw at the end of
each of its turns. On a success, the spell ends.
Page 2 (reverse)

Find Familiar (reverse)


your familiar's eyes and hear what it hears
until the start of your next turn, gaining the
benefits of any special senses that the familiar
has. During this time you are deaf and blind
with regard to your own senses. As an
action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case this spell while
you already have a familiar, you instead cause
it to adopt a new form. Choose one of the
forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if
it has cast the spell. Your familiar must be
within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If
the spell requires an attack roll, you use your
attack modifier for the roll.
Page 3

Major Image Phantasmal Killer


Warlock Level 3 Illusion DC 15 Spell Mod +7 Warlock Level 4 Illusion DC 15 Spell Mod +7
1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. 120 ft V,S Conc, 1 min
A bit of fleece

You create the image of an object, a creature, You tap into the nightmares of a creature you
or some other visible phenomenon that is no can see within range and create an illusory
larger than a 20-foot cube. The image appears manifestation of its deepest fears, visible only
at a spot that you can see within range and to that creature. The target must make a
lasts for the duration. It seems completely Wisdom saving throw. On a failed save, the
real, including sounds, smells, and target becomes frightened for the duration. At
temperature appropriate to the thing depicted. the end of each of the target's turns before the
You can't create sufficient heat or cold to cause spell ends, the target must succeed on a
damage, a sound loud enough to deal thunder Wisdom saving throw or take 4d10 psychic
damage or deafen a creature, or a smell that damage. On a successful save, the spell ends.
might sicken a creature (like a troglodyte's At Higher Levels. When you cast this spell
stench). As long as you are within range of the using a spell slot of 5th level or higher, the
illusion, you can use your action to cause the damage increases by 1d10 for each slot level
image to move to any other spot within range. above 4th.
As the image changes location, you can alter
its appearance so that its movements appear
natural for the image. For example, if you
create an image of a creature and move it, you
can alter the image so that it appears to be
Page 3 (reverse)

Major Image (reverse)


walking. Similarly, you can cause the illusion
to make different sounds at different times,
even making it carry on a conversation, for
example. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image 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 creature can see through the image,
and its other sensory qualities become faint to
the creature. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.

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