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Level 4 Human Warlock, The Shadowcat 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


bob
Criminal Chaotic Neutral luke
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Mark of the Shadowcat. Whenever you take the


STRENGTH Studded Leather 16 Hide action and successfully become undetected,
you can move normally up to 30 feet before losing
PROFICIENCY BONUS +2
11
SHIELD
AC the benefits of being hidden.Once per short or long
rest you can cast Duskwalk once without expending
N
CIE C
a spell slot. Charisma is your spellcasting ability for
+0 Strength this spell.
Y
PROFI

+0
+4 Dexterity
Shadow Touched (1/Long Rest). You can cast your
+3 Constitution ARMOR CLASS chosen spells without expending a spell slot or using
DEXTERITY
+0 Intelligence
any spell slots you have of the appropriate level.
MAXIMUM HIT DICE TEMPORARY

18 ✘


+1 Wisdom

+7 Charisma
41 4d8 Eldritch Invocations.
Voice of the Chain Master. You can communicate
CONDITIONAL
telepathically with your familiar and perceive
through your familiar’s senses as long as you are on
+4 the same plane of existence. Additionally, while
perceiving through your familiar’s senses, you can
CURRENT HIT POINTS also speak through your familiar in your own voice,
CONSTITUTION DEATH SAVING THROWS
even if your familiar is normally incapable of
SAVING THROWS
speech.
16 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Duskborne Companion. Whenever you cast a spell
using a warlock spell slot while you have a dimcat as
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION your familiar, you can choose to teleport up to 30


-1 Animal Handling (Wis)
feet to a location you can see within 5 feet of your
+3 ✘ +2 Arcana (Int) familiar.
+0 Athletics (Str)
Pact of the Chain. You learn the find familiar spell
INTELLIGENCE ✘ +7 Deception (Cha) and can cast it as a ritual.Additionally, when you
take the Attack action, you can forgo one of your
11 +0 History (Int)
-1 Insight (Wis)
own attacks to allow your familiar to make one
attack with its reaction.
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Dream Stalker. As an action, you can fade partway
+0 +0 Investigation (Int) into the Inverse, gaining advantage on Stealth
checks for 1 hour. When you roll initiative while in
-1 Medicine (Wis)
this state, you can choose to teleport up to 60 feet
WISDOM +0 Nature (Int) to a location within 10 feet of a creature you can
see. If you deal damage to the creature with an
8 ✘ +1 Perception (Wis)
+5 Performance (Cha)
attack during the first round of combat, you can use
your bonus action to steal their breath and spirit.
The target takes 4 psychic damage and cannot
+5 Persuasion (Cha)
-1 speak or make sound until the start of your next
✘ +2 Religion (Int) turn. Once you use this feature, you can’t do so
again until you finish a short or long rest.
+4 Sleight of Hand (Dex)
CHARISMA ✘ +6 Stealth (Dex)

20 -1 Survival (Wis)
SKILLS

+5 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +2 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 50 6'5 240
GENDER AGE HEIGHT WEIGHT
bob Red Red Scales Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
I am incredibly slow to trust. Those who seem the and regulations of society.
fairest often have the most to hide.
I don’t pay attention to the risks in a situation. Never
tell me the odds.

PERSONALITY TRAITS

Freedom. Chains are meant to be broken, as are


those who would forge them. (Chaotic)

IDEAL

Someone I loved died because of I mistake I made.


That will never happen again.

BOND

If there’s a plan, I’ll forget it. If I don’t forget it, I’ll


ignore it.

FLAW BACKGROUND STORY

Criminal Connections
In Baldur’s Gate, crime is just another business. As a
result, you can arrange a meeting with a low ranking
operative of nearly any business, patriar family,
crew, government institution, or—certainly— the
Guild. This operative will hear you out and, at their
discretion take your information on request up their
chain of command. These meetings almost always
occur in shady venues.

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
Dungeoneer’s Pack 1 10 Deck of Illusions 1 —
Playing Card Set 1 —
[Quarterstaff] 1 4
[Studded Leather] 1 13

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

27 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.
Dimcat Pact of the Chain

Dimcat CREATURE OWNER

Tiny fey, chaotic neutral 1


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Eyes of the Hunter. Magical darkness doesn’t impede the
18 dimcat’s darkvision, and it treats all locations as though
they were brightly lit for the purposes of perceiving objects
and creatures.

Nightmare Feast. Whenever the dimcat is touching a


creature that is unconscious, the creature is paralyzed until
CURRENT HIT POINTS the dimcat is no longer touching it, even if the creature
DEATH SAVING THROWS
wakes.

Magic Resistance. The dimcat has advantage on saving


PROFICIENCY INITIATIVE throws against spells and other magical effects.
2 +3 15 Shadow Dweller. The dimcat is always considered to be
lightly obscured by magical darkness, unless it chooses to
SPEED
AC allow a creature to see through this effect. Whenever the
30 ft., climb 30 ft. dimcat enters the space of a hostile creature, the creature’s
COMPANION eyes are covered by this magical dimness until the dimcat is
Saving Throws. Dexterity +5 no longer within its space.
STRENGTH DEXTERITY CONSTITUTION Skills. Perception +3, Stealth +5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) psychic
6 17 13 Damage Resistances. bludgeoning, piercing, and slashing

Senses. darkvision 120 ft., passive Perception 15


damage. If the target is prone, it must make a DC 12
Wisdom saving throw. If it fails, it falls unconscious until the
end of its next turn.

-2 +3 +1 Languages. Common and those known by its master Shadow Hop. The dimcat teleports to a point that it can see
within 15 feet of it, becoming heavily obscured by magical
darkness until the start of its next turn.
INTELLIGENCE WISDOM CHARISMA

10 12 14
+0 +1 +2
CREATURE STATISTICS TRAITS & ACTIONS
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Shadowcat

CANTRIPS Eldritch Blast Manipulate Shadow


Shadow Embrace

1ST LEVEL Duskwalk Duskwalk


Feather Fall Find Familiar Unseen Servant

2ND LEVEL 2 SPELL SLOTS Shadow Armor Shadow Bind

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

2ND LEVEL Invisibility (Shadow Touched)


Eldritch Blast Manipulate Shadow Shadow Embrace
Evocation Cantrip Illusion Cantrip Illusion Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

A beam of crackling energy streaks toward a creature within range. As a bonus action, you are able to manipulate the shadow belonging You cause shadows to manifest around a creature within range. The
Make a ranged spell attack against the target. On a hit, the target to a creature of Medium size or smaller that you can see within target must make a Wisdom saving throw or receive a -2 penalty to
takes 1d10 force damage. range. This manipulation can take several forms, such as making it act their attack rolls and disadvantage on Dexterity saving throws until
The spell creates more than one beam when you reach higher out simple actions independent from its owner, move up to 30 feet the end of their next turn as they become engulfed by a dark
levels: two beams at 5th level, three beams at 11th level, and four away from its owner, or to alter its shape one size larger or smaller embrace.
beams at 17th level. you can direct the beams at the same target or than its owner.
at different ones. Make a separate attack roll for each beam. You may only manipulate one shadow at a time with this spell.
Should the source of the shadow move from its original location, the
shadow will follow its owner but remain under your control for up to
the duration while within a range of 120 feet.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Grimlore’s Grimoire

Duskwalk Feather Fall Find Familiar


1st-level divination 1st-level transmutation 1st-level conjuration (ritual)

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


RANGE 15 feet RANGE 60 feet RANGE 10 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

In the beginning, there was only darkness. It will return. Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
Choose a location within range that is within 5 feet of a creature or up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
in dim light or darkness. You teleport to this location. As a bonus descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
action before or after teleporting, you can make a single melee spell lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
attack against a target within your reach. If you hit, the target takes on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
1d6 psychic damage. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd but it can take other actions as normal.
level or higher, the range increases by 5 feet and the psychic damage When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
increases by 1d6 per spell slot level above 1st. While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through 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 you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast 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 had 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.

Mark of the Shadowcat The Compendium of Forgotten Secrets Pact Magic (Warlock) Player’s Handbook Pact of the Chain (Warlock) Player’s Handbook

Unseen Servant Invisibility Shadow Armor


1st-level conjuration (ritual) 2nd-level illusion 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, made when you are attacked or make a saving throw

RANGE 60 feet RANGE Touch RANGE Self


DURATION 1 hour DURATION Concentration, up to 1 hour DURATION 1 minute
COMPONENTS V, S, M (a piece of string and a bit of wood) COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S

This spell creates an invisible, mindless, shapeless, Medium force that A creature you touch becomes invisible until the spell ends. Anything In shadow and shade, the gravest of plans are made.
performs simple tasks at your command until the spell ends. The the target is wearing or carrying is invisible as long as it is on the You wrap a cloak of shadow around you, coiling in a defensive
servant springs into existence in an unoccupied space on the ground target’s person. The spell ends for a target that attacks or casts a posture. Until the start of your next turn, attacks targeting you are
within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t spell. made with disadvantage and you gain advantage on Dexterity saving
attack. If it drops to 0 hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd throws. The next time an attack misses or hits you, you can choose to
Once on each of your turns as a bonus action, you can mentally level or higher, you can target one additional creature for each slot move up to 15 feet without provoking opportunity attacks. Once you
command the servant to move up to 15 feet and interact with an level above 2nd. do this, the spell ends.
object. The servant can perform simple tasks that a human servant At Higher Levels. When you cast this spell using a spell slot of 3rd
could do, such as fetching things, cleaning, mending, folding clothes, level or higher, you can choose to move one additional time per slot
lighting fires, serving food, and pouring wine. Once you give the level above 2nd before the spell ends.
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Pact Magic (Warlock) Player’s Handbook Shadow Touched Player’s Handbook Pact Magic (Warlock) The Compendium of Forgotten Secrets
Shadow Bind
2nd-level illusion

CASTING TIME 1 action


RANGE 60 feet
DURATION Instantaneous
COMPONENTS V, S

You take control of the shadow belonging to a creature to restrain its


master. Make a ranged spell attack against a creature that you can
see within range, dealing 2d6 necrotic damage and grappling the
target. The grappled creature can use an action to make a Strength
(Athletics) or Dexterity (Acrobatics) check (creature’s choice) against
your spellcasting DC, ending the spell if successful. You are not able
to control a target’s shadow in this manner if the target is in bright
light.
At Higher Levels.When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above
2nd.

Pact Magic (Warlock) Grimlore’s Grimoire


Deck of Illusions Dungeoneer’s Pack Playing Card Set
Wondrous Items Equipment Packs Tools
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure
is usually missing 1d20 - 1 cards. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 If you are proficient with the Playing Card Set, you can add
The magic of the deck functions only if cards are drawn at random (you can use an altered torches, a tinderbox, 10 days of rations, and a waterskin. your proficiency bonus to ability checks you make to play a
deck of playing cards to simulate the deck). You can use an action to draw a card at random
from the deck and throw it to the ground at a point within 30 feet of you. The pack also has 50 feet of hempen rope strapped to the game.
An illusion of one or more creatures forms over the thrown card and remains until
dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were
side of it.
a real creature except that it can do no harm. While you are within 120 feet of the illusory
creature and can see it, you can use an action to move it magically anywhere within 30 feet
of its card. Any physical interaction with the illusory creature reveals it to be an illusion,
because objects pass through it. Someone who uses an action to visually inspect the creature
identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature
then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends,
the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits

0 lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook — Player’s Handbook

Quarterstaff Studded Leather


Weapons Armor

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

4 lb. Player’s Handbook 13 lb. Player’s Handbook

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