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Warlock [The Hexblade] (5) Spy Spitza

CLASS & LEVEL BACKGROUND PLAYER NAME


Ulmorn
Half-Elf/Drow Descent Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +2 30
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 44


+1 Strength
DEXTERITY
+2 Dexterity

+2 +3 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

14 +4 Wisdom
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
+2 Acrobatics (Dex) SUCCESSES
5x(1d8+3)
16 +1 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +1 Athletics (Str)

0 +7 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Dagger +5 1d4 + 2 piercing
10 +1 Insight (Wis) Bag of Sand
+7 Intimidation (Cha) Glaive +7 1d10 + 4 slashing Book
WISDOM 0 Investigation (Int) Clothes, common
Spear +4 1d6 + 1 piercing
+1 Medicine (Wis) Component pouch
+1 0 Nature (Int) Number of Attacks: 1 Crossbow bolt x20
12
+4 Perception (Wis) Crossbow, light. +5, 1d8 + 2 Crowbar
+7 Performance (Cha) piercing Half plate
CHARISMA
+7 Persuasion (Cha) Ink
0 Religion (Int) Ink pen
+4 +2 Sleight of Hand (Dex) Knife, Small
+5 Stealth (Dex) Parchment x10
18 +1 Survival (Wis) Pouch
SKILLS ATTACKS & SPELLCASTING
rod of the pact keeper 1

14 PASSIVE WISDOM (PERCEPTION)


CP

Tool Proficiencies: Dice Set; SP

Thieves' Tools
EP
Weapon Proficiencies: Martial;
Simple
GP 375
Armor Proficiencies: Light; Medium;
Shields PP

Language Proficiencies: Abyssal;


Common; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
42 1.86 92
AGE HEIGHT WEIGHT
Ulmorn
Yellow and black White Black
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.
Drow Descent, Warlock Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Dancing Lights Elemental Weapon

Eldritch Blast Hunger of Hadar

Minor Illusion Hypnotic Pattern

Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Faerie Fire
4
Hex
SPELLS KNOWN

2
Darkness

Hold Person

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

Darkvision: 120 ft.

----------Bonus Actions----------
Rod of the Pact Keeper. Regain a warlock spell slot (use once/long rest).

-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know
how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt
caravan masters, and seedy sailors who can deliver messages for you. .

Drow Magic. You forgo the half-elf feature 'Skill Versatility' and instead gain the 'Drow Magic' feature. You know the dancing
lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also
cast the darkness spell once per day. You regain the ability to cast these spells with this trait when you finish a long rest.
Charisma is your spellcasting ability for these spells.

Eldritch Invocation: Devil's Sight. See normally in magical and nonmagical darkness (range 120 fts).

Eldritch Invocation: Eldritch Smite (Requires: 5th level, Pact of the Blade). Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the
spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Invocation: Thirsting Blade. When using Attack action, attack with pact blade twice.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Hex Warrior. At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with
medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a
long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with
that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact
weapon you conjure with that feature, no matter the weapon's type.

Hexblade’s Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose
one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die,
or you are incapacitated. Until the curse ends, you gain the following benefits:

- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Pact Boon: Pact of the Blade. Summon a magical weapon.

Polearm Master. You can keep your enemies at bay with reach weapons. You gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to
make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The
weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you
when they enter your reach.
Page 1

Dancing Lights Darkness Faerie Fire


Drow Descent - Evocation cantrip DC 16 Spell Mod Drow Descent Level 2 Evocation DC 16 Spell Mod +8 Drow Descent Level 1 Evocation DC 16 Spell Mod +8
+8
1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 60 ft V,M Conc, 10 mins 1 Act. 60 ft V Conc, 1 min
A bit of phosphorus or wychwood, or a glowworm Bat fur and a drop of pitch or piece of coal

You create up to four torch-sized lights within Magical darkness spreads from a point you Each object in a 20-foot cube within range is
range, making them appear as torches, choose within range to fill a 15-foot-radius outlined in blue, green, or violet light (your
lanterns, or glowing orbs that hover in the air sphere for the duration. The darkness spreads choice). Any creature in the area when the
for the duration. You can also combine the around corners. A creature with darkvision spell is cast is also outlined in light if it fails a
four lights into one glowing vaguely can't see through this darkness, and Dexterity saving throw. For the duration,
humanoid form of Medium size. Whichever nonmagical light can't illuminate it. If the objects and affected creatures shed dim light
form you choose, each light sheds dim light in point you choose is on an object you are in a 10-foot radius. Any attack roll against an
a 10-foot radius. As a bonus action on your holding or one that isn't being worn or carried, affected creature or object has advantage if the
turn, you can move the lights up to 60 feet to a the darkness emanates from the object and attacker can see it, and the affected creature or
new spot within range. A light must be within moves with it. Completely covering the source object can't benefit from being invisible.
20 feet of another light created by this spell, of the darkness with an opaque object, such as
and a light winks out if it exceeds the spell's a bowl or a helm, blocks the darkness. If any of
range. 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.

Armor of Agathys Eldritch Blast Elemental Weapon


Warlock Level 1 Abjuration DC 16 Spell Mod +8 Warlock - Evocation cantrip DC 16 Spell Mod +8 Warlock Level 3 Transmutation DC 16 Spell Mod +8
1 Act. Self V,S,M 1 hr 1 Act. 120 ft V,S Inst 1 Act. Touch V,S Conc, 1 hr
A cup of water

A protective magical force surrounds you, A beam of crackling energy streak toward a A nonmagical weapon you touch becomes a
manifesting as a spectral frost that covers you creature within range. Make a ranged spell magic weapon. Choose one of the following
and your gear. You gain 5 temporary hit points attack against the target. On a hit, the target damage types: acid, cold, fire, lightning, or
for the duration. If a creature hits you with a takes 1d10 force damage. The spell creates thunder. For the duration, the weapon has a +1
melee attack while you have these hit points, more than one beam when you reach higher bonus to attack rolls and deals an extra 1d4
the creature takes 5 cold damage. At Higher levels: two beams at 5th level, three beams at damage of the chosen type when it hits. At
Levels. When you cast this spell using a spell 11th level, and four beams at 17th level. You Higher Levels: When you cast this spell using a
slot of 2nd level or higher, both the temporary can direct the beams at the same target or at spell slot of 5th or 6th level, the bonus to
hit points and the cold damage increase by 5 different ones. Make a separate attack roll for attack rolls increases to +2 and the extra
for each slot level above 1st. each beam. damage increases to 2d4. When you use a spell
slot of 7th level or higher, the bonus increases
to +3 and the extra damage increases to 3d4.

Hex Hold Person Hunger of Hadar


Warlock Level 1 Enchantment DC 16 Spell Mod +8 Warlock Level 2 Enchantment DC 16 Spell Mod +8 Warlock Level 3 Conjuration DC 16 Spell Mod +8
1 B.A. 90 ft V,S,M Conc, 1 hr 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 150 ft V,S,M Conc, 1 min
The petrified eye of a newt A small, straight piece of iron A pickled octopus tentacle

You place a curse on a creature that you can Choose a humanoid that you can see within You open a gateway to the dark between the
see within range. Until the spell ends, you deal range. The target must succeed on a Wisdom stars, a region infested with unknown horrors.
an extra 1d6 necrotic damage to the target saving throw or be paralyzed for the duration. A 20-foot-radius sphere of blackness and
whenever you hit it with an attack. Also, At the end of each of its turns, the target can bitter cold appears, centered on a point within
choose one ability when you cast the spell. The make another Wisdom saving throw. On a range and lasting for the duration. This void is
target has disadvantage on ability checks success, the spell ends on the target. At Higher filled with a cacophony of soft whispers and
made with the chosen ability. If the target Levels. When you cast this spell using a spell slurping noises that can be heard up to 30 feet
drops to 0 hit points before this spell ends, you slot of 3rd level or higher, you can target one away. No light, magical or otherwise, can
can use a bonus action on a turn of yours to additional humanoid for each slot level above illuminate the area, and creatures fully within
curse a new creature. A remove curse cast on 2nd. The humanoids must be within 30 feet of the area are blinded. The void creates a warp
the target ends this spell early. At Higher each other when you target them. in the fabric of space, and the area is difficult
Levels: When you cast this spell using a spell terrain. Any creature that starts its turn in the
slot of 3rd or 4th level, you can maintain your area takes 2d6 cold damage. Any creature that
concentration on the spell for up to 8 hours. ends its turn in the area must succeed on a
When you use a spell slot of 5th level or Dexterity saving throw or take 2d6 acid
higher, you can maintain your concentration damage as milky, otherworldly tentacles rub
on the spell for up to 24 hours. against it.
Page 1 (reverse)
Page 2

Hypnotic Pattern Minor Illusion Prestidigitation


Warlock Level 3 Illusion DC 16 Spell Mod +8 Warlock - Illusion cantrip DC 16 Spell Mod +8 Warlock - Transmutation cantrip DC 16 Spell Mod
+8
1 Act. 120 ft S,M Conc, 1 min 1 Act. 30 ft S,M 1 min 1 Act. 10 ft V,S Up to 1 hr
A glowing stick of incense or a crystal vial filled with A bit of fleece
phosphorescent material

You create a twisting pattern of colors that You create a sound or an image of an object This spell is a minor magical trick that novice
weaves through the air inside a 30-foot cube within range that lasts for the duration. The spellcasters use for practice. You create one of
within range. The pattern appears for a illusion also ends if you dismiss it as an action the following magical effects within range: •
moment and vanishes. Each creature in the or cast this spell again. If you create a sound, You create an instantaneous, harmless
area who sees the pattern must make a its volume can range from a whisper to a sensory effect, such as a shower of sparks, a
Wisdom saving throw. On a failed save, the scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd
creature becomes charmed for the duration. voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a
While charmed by this spell, the creature is other sound you choose. The sound continues candle, a torch, or a small campfire. • You
incapacitated and has a speed of 0. The spell unabated throughout the duration, or you can instantaneously clean or soil an object no
ends for an affected creature if it takes any make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
damage or if someone else uses an action to the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
shake the creature out of its stupor. object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
small chest—it must be no larger than a 5-foot a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical illusory image that can fit in your hand and
interaction with the image reveals it to be an that lasts until the end of your next turn. If
illusion, because things can pass through it. If you cast this spell multiple times, you can
a creature uses its action to examine the sound have up to three of its non-instantaneous
or image, the creature can determine that it is effects active at a time, and you can dismiss
Page 2 (reverse)

Prestidigitation (reverse) Minor Illusion (reverse)


such an effect as an action. 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.

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