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Kairon Nowhere: 2 Bard 1 Warlock (The Hexblade) 1 Leandro Cult of Rakdos Tiefling 300
Kairon Nowhere: 2 Bard 1 Warlock (The Hexblade) 1 Leandro Cult of Rakdos Tiefling 300
F AC DESCRIPTION
-1 STR 0
PRO
INT
14 Armor Breastplate
17 +2 18
Set Max HP
STRENGTH ● +4 DEX +1 WIS
2 Shield
-1 +2 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Fire
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
● Heavy
PRO
0
● +5 Deception (Cha) > Common Three musical instruments
>
Infernal Legacy:
I know the Thaumaturgy cantrip.
At 3rd level, I can cast the Disguise Self spell once per long rest as
a 2nd-level spell.
At 5th level, I can also cast the Detect Thoughts spell once per
long rest.
Charisma is my spellcasting ability for these spells.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
Neutral Evil
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
SYMBOL
APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.83 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Kairon Nowhere
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17 Wis Ench 1a 60 ft V Instantaneous P 285
> Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — Evoc 1a 120 ft V,S Instantaneous P 241
> Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
> Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
> Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea — Ench 1a 90 ft V,S,M 1 min P 276
> Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
> Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Arms of Hadar 2d6+1d6/SL Necrotic dmg; save halves; on failed save no reactions until next turn Str Conj 1a 10-ft rad V,S Instantaneous P 215
> Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
CANTRIPS (0 LEVEL)
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)