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Level 6 Half-Elf (Drow) Warlock, The Hexblade 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Uthal 'Longleaper' of clan Kalagiano
Mercenary Veteran Lawful Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Chain Shirt 17 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +3
11
SHIELD
AC
Shield Eldritch Invocations.
N
Eldritch Sight. You can cast detect magic at will,
CIE C

+0 Strength without expending a spell slot.


Y
PROFI

+0 Improved Pact Weapon. You can use any weapon


+2 Dexterity you summon with your Pact of the Blade feature as a
+3 Constitution ARMOR CLASS spellcasting focus for your warlock spells.
DEXTERITY Eldritch Smite. Once per turn when you hit a
+2 Intelligence creature with your pact weapon, you can expend a
MAXIMUM HIT DICE TEMPORARY

14 ✘ +4 Wisdom warlock spell slot to deal an extra 1d8 force damage


51 6d8 to the target, plus another 1d8 per level of the spell
✘ +7 Charisma slot, and you can knock the target prone if it is Huge
CONDITIONAL or smaller.
+2
Pact of the Blade (Action). Create a pact weapon in
CURRENT HIT POINTS your empty hand. This weapon counts as magical for
the purpose of overcoming resistance and immunity
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS to nonmagical attacks and damage.Your pact weapon


disappears if it is more than 5 feet away from you for
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
1 minute or more. It also disappears if you use this
Y
PROFI

feature again, if you dismiss the weapon (no action


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION required), or if you die.You can transform one magic
+3 ✘ +5 Arcana (Int) Darkvision
weapon into your pact weapon by performing a
special ritual while you hold the weapon. You
✘ +3 Athletics (Str)
perform the ritual over the course of 1 hour, which
can be done during a short rest. You can then dismiss
INTELLIGENCE +4 Deception (Cha) the weapon, shunting it into an extradimensional
space, and it appears whenever you create your pact
14 +2 History (Int)
+1 Insight (Wis)
weapon thereafter. You can’t affect an artifact or a
sentient weapon in this way. The weapon ceases
being your pact weapon if you die, if you perform the
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS 1-hour ritual on a different weapon, or if you use a 1-
+2 ✘ +5 Investigation (Int) hour ritual to break your bond to it. The weapon
appears at your feet if it is in the extradimensional
+1 Medicine (Wis) Fey Ancestry. You have advantage on saving space when the bond breaks.
WISDOM
throws against being charmed, and magic can’t
+2 Nature (Int) put you to sleep. Hexblade’s Curse (Bonus Action—1/Short Rest).
12 +1 Perception (Wis)
+4 Performance (Cha)
Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire and Darkness 1/long rest.
Choose one creature you can see within 30ft. The
target is cursed for 1 minute. Until the curse ends,
you gain the following benefits:You gain a +3 bonus
✘ +7 Persuasion (Cha) (Charisma) to damage rolls against the cursed target and any
+1 +2 Religion (Int)
attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.If the
+2 Sleight of Hand (Dex) cursed target dies, you regain 10 hp.
CHARISMA +2 Stealth (Dex)
Hex Warrior. Whenever you finish a long rest, you

18 +1 Survival (Wis) can touch one weapon that you are proficient with
SKILLS and that lacks the two-handed property. When you
attack with that weapon, you can use +7 for the
attack and +4 damage.
+4 11 PASSIVE PERCEPTION
Accursed Specter (1/Long Rest). You can curse the
soul of humanoid you slay turning it into a Specter
ADVANTAGE
until the end of your next long rest, it gains 3
temporary hp, rolls initiative, has its own turns, and
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
gains a +4 bonus to attack rolls.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +3 vs AC 1d8+0 slashing
Versatile
FEATURES & TRAITS
Handaxe 20/60 +3 vs AC 1d6+0 slashing
Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Playing card set

Languages. Common, Elvish, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 159 5'6" 175 lb.
GENDER AGE HEIGHT WEIGHT
Uthal 'Longleaper' of clan Kalagiano
Pink Fair Long black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I’m always polite and respectful.I enjoy being strong battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
and like breaking things. of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS

Might. In life as in war, the stronger force wins. (Evil)

IDEAL

My honor is my life.

BOND

I have little respect for anyone who is not a proven


warrior.

FLAW BACKGROUND STORY

Feature: Mercenary Life


You know the mercenary life as only someone who
has experienced it can. You are able to identify
mercenary companies by their emblems, and you
know a little about any such company, including the
names and reputations of its commanders and
leaders, and who has hired them recently. You can
find the taverns and festhalls where mercenaries
abide in any area, as long as you speak the language.
You can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime
Activities" in chapter 8 of the Player's Handbook).
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Shirt] 1 20
[Shield] 1 6
Robes 1 4
Healer’s Kit 1 3
Potion of Healing 1 .5
Playing Card Set 1 —
Dungeoneer’s Pack 1 10
Pole (10—foot) 1 7
Caltrops (bag of 20) 1 2
Chalk 1 —
Flask or Tankard 1 1
Oil (flask) 2 2
Signal Whistle 1 —
String (10 feet) 1 —
[Handaxe] 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

7 1 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

57.7 lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Green-Flame Blade Mage Hand


Thunderclap

1ST LEVEL Charm Person Protection from Evil and Good


Shield

2ND LEVEL Invisibility Misty Step

3RD LEVEL 2 SPELL SLOTS Counterspell Dispel Magic

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Drow Descent)

1ST LEVEL Faerie Fire (Drow Descent) Detect Magic (Eldritch Sight)

2ND LEVEL Darkness (Drow Descent)


Dancing Lights Green-Flame Blade Mage Hand
Evocation Cantrip Evocation Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 5 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, M (a weapon) COMPONENTS V, S

You create up to four torch-sized lights within range, making them As part of the action used to cast this spell, you must make a melee A spectral, floating hand appears at a point you choose within range.
appear as torches, lanterns, or glowing orbs that hover in the air for attack with a weapon against one creature within the spell’s range, The hand lasts for the duration or until you dismiss it as an action.
the duration. You can also combine the four lights into one glowing otherwise the spell fails. On a hit, the target suffers the attack’s The hand vanishes if it is ever more than 30 feet away from you or if
vaguely humanoid form of Medium size. Whichever form you choose, normal effects, and green fire leaps from the target to a different you cast this spell again.
each light sheds dim light in a 10-foot radius. As a bonus action on creature of your choice that you can see within 5 feet of it. The You can use your action to control the hand. You can use the hand
your turn, you can move the lights up to 60 feet to a new spot within second creature takes fire damage equal to your spellcasting ability to manipulate an object, open an unlocked door or container, stow or
range. A light must be within 20 feet of another light created by this modifier. retrieve an item from an open container, or pour the contents out of
spell, and a light winks out if it exceeds the spell’s range. This spell’s damage increases when you reach higher levels. At 5th a vial. You can move the hand up to 30 feet each time you use it. The
level, the melee attack deals an extra 1d8 fire damage to the target, hand can’t attack, activate magic items, or carry more than 10
and the fire damage to the second creature increases to 1d8 + your pounds.
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.

Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook

Thunderclap Charm Person Detect Magic


Evocation Cantrip 1st-level enchantment 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 30 feet RANGE Self
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You create a burst of thunderous sound, which can be heard 100 feet You attempt to charm a humanoid you can see within range. It must For the duration, you sense the presence of magic within 30 feet of
away. Each creature other than you within range, other than you, make a Wisdom saving throw, and does so with advantage if you or you. If you sense magic in this way, you can use your action to see a
must succeed on a Constitution saving throw or take 1d6 thunder your companions are fighting it. If it fails the saving throw, it is faint aura around any visible creature or object in the area that bears
damage. charmed by you until the spell ends or until you or your companions magic, and you learn its school of magic, if any. The spell can
The spell’s damage increases by 1d6 when you reach 5th level do anything harmful to it. The charmed creature regards you as a penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
(2d6), 11th level (3d6), and 17th level (4d6). friendly acquaintance. When the spell ends, the creature knows it common metal, a thin sheet of lead, or 3 feet of wood or dirt.
was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook

Faerie Fire Protection from Evil and Good Shield


1st-level evocation 1st-level abjuration 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 60 feet RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION 1 round
COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S
consumes)

Each object in a 20-foot cube within range is outlined in blue, green, Until the spell ends, one willing creature you touch is protected Reaction trigger: You are hit by an attack or targeted by the magic
or violet light (your choice). Any creature in the area when the spell is against certain types of creatures: aberrations, celestials, elementals, missile spell An invisible barrier of magical force appears and protects
cast is also outlined in light if it fails a Dexterity saving throw. For the fey, fiends, and undead. The protection grants several benefits. you. Until the start of your next turn, you have a +5 bonus to AC,
duration, objects and affected creatures shed dim light in a 10-foot Creatures of those types have disadvantage on attack rolls against including against the triggering attack, and you take no damage from
radius. the target. The target also can’t be charmed, frightened, or possessed magic missile.
Any attack roll against an affected creature or object has advantage by them. If the target is already charmed, frightened, or possessed by
if the attacker can see it, and the affected creature or object can’t such a creature, the target has advantage on any new saving throw
benefit from being invisible. against the relevant effect.

Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Darkness Invisibility Misty Step
2nd-level evocation 2nd-level illusion 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V

Magical darkness spreads from a point you choose within range to fill A creature you touch becomes invisible until the spell ends. Anything Briefly surrounded by silvery mist, you teleport up to 30 feet to an
a 15-foot radius sphere for the duration. The darkness spreads the target is wearing or carrying is invisible as long as it is on the unoccupied space that you can see.
around corners. A creature with darkvision can’t see through this target’s person. The spell ends for a target that attacks or casts a
darkness, and nonmagical light can’t illuminate it. spell.
If the point you choose is on an object you are holding or one that At Higher Levels. When you cast this spell using a spell slot of 3rd
isn’t being worn or carried, the darkness emanates from the object level or higher, you can target one additional creature for each slot
and moves with it. Completely covering the source of the darkness level above 2nd.
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.

Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Counterspell Dispel Magic


3rd-level abjuration 3rd-level abjuration

CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S

Reaction: When you see a creature within 60 feet of you casting a Choose any creature, object, or magical effect within range. Any spell
spell You attempt to interrupt a creature in the process of casting a of 3rd level or lower on the target ends. For each spell of 4th level or
spell. If the creature is casting a spell of 3rd level or lower, its spell higher on the target, make an ability check using your spellcasting
fails and has no effect. If it is casting a spell of 4th level or higher, ability. The DC equals 10 + the spell’s level. On a successful check, the
make an ability check using your spellcasting ability. The DC equals spell ends.
10+ the spell’s level. On a success, the creature’s spell fails and has At Higher Levels. When you cast this spell using a spell slot of 4th
no effect. level or higher, you automatically end the effects of a spell on the
At Higher Levels. When you cast this spell using a spell slot of 4th target if the spell’s level is equal to or less than the level of the spell
level or higher, the interrupted spell has no effect if its level is less slot you used.
than or equal to the level of the spell slot you used.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Chain Shirt Shield Robes
Armor Armor Adventuring Gear

Made of interlocking metal rings, a chain shirt is worn A shield is made from wood or metal and is carried in one
between layers of clothing or leather. This armor offers hand. Wielding a shield increases your Armor Class by 2.
modest protection to the wearer’s upper body and allows You can benefit from only one shield at a time.
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook 6 lb. Player’s Handbook 4 lb. Player’s Handbook

Healer’s Kit Potion of Healing Playing Card Set


Adventuring Gear Adventuring Gear Tools

This kit is a leather pouch containing bandages, salves, and A character who drinks the magical red fluid in this vial If you are proficient with the Playing Card Set, you can add
splints. The kit has ten uses. As an action, you can expend regains 2d4 + 2 hit points. Drinking or administering a your proficiency bonus to ability checks you make to play a
one use of the kit to stabilize a creature that has 0 hit potion takes an action. game.
points, without needing to make a Wisdom (Medicine)
check.

3 lb. Player’s Handbook ½ lb. Player’s Handbook — Player’s Handbook

Dungeoneer’s Pack Pole (10—foot) Caltrops (bag of 20)


Equipment Packs Adventuring Gear Adventuring Gear

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 As an action, you can spread a bag of caltrops to cover a
torches, a tinderbox, 10 days of rations, and a waterskin. square area that is 5 feet on a side. Any creature that
The pack also has 50 feet of hempen rope strapped to the enters the area must succeed on a DC 15 Dexterity saving
side of it. throw or stop moving this turn and take 1 piercing damage.
Taking this damage reduces the creature’s walking speed
by 10 feet until the creature regains at least 1 hit point. A
creature moving through the area at half speed doesn’t
need to make the save.

10 lbs. Player’s Handbook 7 lb. Player’s Handbook 2 lb. Player’s Handbook


Chalk Flask or Tankard Oil (flask)
Adventuring Gear Adventuring Gear Adventuring Gear

Oil usually comes in a clay flask that holds 1 pint. As an


action, you can splash the oil in this flask onto a creature
within 5 feet of you or throw it up to 20 feet, shattering it
on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

— Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Signal Whistle String (10 feet) Handaxe


Adventuring Gear Adventuring Gear Weapons

— Player’s Handbook 0 lb. Player’s Handbook 2 lb. Player’s Handbook

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