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Warlock (4) Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME


Spires Enshrouded in Fog
Tabaxi Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

10
16/18
ARMOR
CLASS
+2 30
+2 PROFICIENCY BONUS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 31


0 Strength
DEXTERITY
+2 Dexterity

14 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

+2 +2 Wisdom
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
+2 Acrobatics (Dex) Total 4d8 SUCCESSES
+2 0 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

10 +5 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 120 ft.
Glaive +1 +6 1d10 + 4 slashing
0 0 Insight (Wis)
+5 Intimidation (Cha) Crossbow, heavy +1 +6 1d10 + 4 piercing Cat's Claws:
WISDOM 0 Investigation (Int) Because of your claws, you
0 Medicine (Wis) have a climbing speed of 20
11 0 Nature (Int) feet. In addition, your claws
0
+2 Perception (Wis) are natural weapons, which
+3 Performance (Cha) you can use to make
CHARISMA
+3 Persuasion (Cha) unarmed strikes. If you hit
0 Religion (Int) with them, you deal slashing
16 +4 Sleight of Hand (Dex) damage equal to 1d4 + your
+4 Stealth (Dex) Strength modifier, instead of
+3 0 Survival (Wis) the bludgeoning damage
SKILLS ATTACKS & SPELLCASTING
normal for an unarmed strike.

12 PASSIVE WISDOM (PERCEPTION)


Feline Agility:
Piton (10); Waterskin
CP Your reflexes and agility allow
(1); Scale mail (1);
you to move with a burst of
Tool Proficiencies: Thieves' Tools;
Rations (1 day) (10);
SP
speed. When you move on
Three-Dragon Ante Set Rope, hempen (1);
your turn in combat, you can
EP Tinderbox (1);
Weapon Proficiencies: Martial;
double your speed until the
Hammer (1);
Simple end of the turn. Once you use
GP Backpack (1);
this trait, you can't use it
Armor Proficiencies: Light; Medium;
Crowbar (1); Torch
again until you move 0 feet
Shields PP (10); Component
on one of your turns.
pouch (1)
Language Proficiencies: Abyssal;
Common
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dagger (2); Shield (1); Glaive


(1)

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Eldritch Blast
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Hex
4
SPELLS KNOWN

2 2
Darkness

Hold Person

Mirror Image
5

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

-----------Other Traits------------
Eldritch Invocation: Improved Pact Weapon. You can use any weapon you summon with your Pact of the
Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to
its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the
weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

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

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

Polearm Master. When you take the Attack action and attack with only a glaive, halberd, or quarterstaff,
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 primary weapon. 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, or quarterstaff, other creatures provoke an opportunity
attack from you when they enter the reach you have with that weapon.
Page 1

Level-1 abjuration Evocation cantrip Level-2 evocation


Armor of Agathys Booming Blade Darkness
1 act. Self V,S,M 1 hr 1 act. 5 ft V,M 1 rnd 1 act. 60 ft V,M Conc, 10 mins
You gain 5 temporary hit points for the Magical darkness spreads from a point you
duration. If a creature hits you with a melee choose within range to fill a 15-foot-radius
attack while you have them, it takes 5 cold sphere for the duration. The darkness spreads
damage. At Higher Levels: Both the around corners. A creature with darkvision
temporary hit points and damage increase by can't see through this darkness, and
5 for each slot level above 1st. nonmagical light can't illuminate it. If the
point you choose is on an object you are
holding or one that isn't being worn or carried,
the darkness emanates from the object and
moves with it. Completely covering the source
of the darkness with an opaque object, such as
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.

Warlock DC 13 Mod +5 Warlock DC 13 Mod +5 Warlock DC 13 Mod +5

Evocation cantrip Level-1 abjuration Level-2 enchantment


Eldritch Blast Hex Hold Person
1 act. 120 ft V,S Inst 1 b.a. 90 ft V,S,M Conc, 1 hr 1 act. 60 ft V,S,M Conc, 1 min
A beam of crackling energy streak toward a Until the spell ends, you deal an extra 1d6 Choose a humanoid that you can see within
creature within range. Make a ranged spell necrotic damage to the target when you hit it range. The target must succeed on a Wisdom
attack against the target. On a hit, the target with an attack. Also, choose one ability when saving throw or be paralyzed for the duration.
takes 1d10 force damage. The spell creates you cast the spell. The target has disadvantage At the end of each of its turns, the target can
more than one beam when you reach higher on ability checks made with the chosen ability. make another Wisdom saving throw. On a
levels: two beams at 5th level, three beams at If the target drops to 0 hit points before this success, the spell ends on the target. At Higher
11th level, and four beams at 17th level. You spell ends, you can use a bonus action on a Levels. When you cast this spell using a spell
can direct the beams at the same target or at turn of yours to curse a new creature. A slot of 3rd level or higher, you can target one
different ones. Make a separate attack roll for Remove Curse cast on the target ends this additional humanoid for each slot level above
each beam. spell early. At Higher Levels: When you cast 2nd. The humanoids must be within 30 feet of
this spell using a spell slot of 3rd or 4th level, each other when you target them.
you can concentrate on the spell for up to 8
hours. With a slot that's 5th level or higher,
you can concentrate for up to 24 hours.

Warlock DC 13 Mod +5 Warlock DC 13 Mod +5 Warlock DC 13 Mod +5

Illusion cantrip Level-2 illusion


Minor Illusion Mirror Image
1 act. 30 ft S,M 1 min 1 act. Self V,S 1 min
You create a sound or an image of an object Three illusory duplicates of yourself appear in
within range that lasts for the duration. The your space. Until the spell ends, the duplicates
illusion also ends if you dismiss it as an action move with you and mimic your actions,
or cast this spell again. If you create a sound, shifting position so it's impossible to track
its volume can range from a whisper to a which image is real. You can use your action to
scream. It can be your voice, someone else's dismiss the illusory duplicates. Each time a
voice, a lion's roar, a beating of drums, or any creature targets you with an attack during the
other sound you choose. The sound continues spell's duration, roll a d20 to determine
unabated throughout the duration, or you can whether the attack instead targets one of your
make discrete sounds at different times before duplicates. If you have three duplicates, you
the spell ends. If you create an image of an must roll a 6 or higher to change the attack's
object—such as a chair, muddy footprints, or a target to a duplicate. With two duplicates, you
small chest—it must be no larger than a 5-foot must roll an 8 or higher. With one duplicate,
cube. The image can't create sound, light, you must roll an 11 or higher. A duplicate's AC
smell, or any other sensory effect. Physical equals 10 + your Dexterity modifier. If an
interaction with the image reveals it to be an attack hits a duplicate, the duplicate is
illusion, because things can pass through it. If destroyed. A duplicate can be destroyed only
a creature uses its action to examine the sound by an attack that hits it. It ignores all other
or image, the creature can determine that it is damage and effects. The spell ends when all
an illusion with a successful Intelligence three duplicates are destroyed. A creature is
(Investigation) check against your spell save unaffected by this spell if it can't see, if it relies
Warlock DC 13 Mod +5 Warlock DC 13 Mod +5
Page 1 (reverse)

Mirror Image (reverse) Minor Illusion (reverse)


on senses other than sight, such as blindsight, DC. If a creature discerns the illusion for what
or if it can perceive illusions as false, as with it is, the illusion becomes faint to the creature.
truesight.

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