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Level 5 Scourge Aasimar Warlock, The Hexblade 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Klesh
Investigator Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather 14 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
8
SHIELD
AC Great Weapon Master. On your turn, when you score a
critical hit with a melee weapon or reduce a creature to 0
N
CIE C hit points with one, you can make one melee weapon
-1 Strength
Y
PROFI

attack as a bonus action.Before you make a melee attack


-1 with a heavy weapon that you are proficient with, you can
+2 Dexterity
choose to take a - 5 penalty to the attack roll. If the attack
+1 Constitution ARMOR CLASS hits, you add +10 to the attack’s damage.
DEXTERITY
-1 Intelligence Eldritch Invocations.
MAXIMUM HIT DICE TEMPORARY

14
Eldritch Smite (1/Turn). When you hit a creature with
✘ +3 Wisdom
26 5d8 your pact weapon, you can expend a warlock spell slot to
✘ +7 Charisma deal an extra 1d8 force damage to the target, plus another
CONDITIONAL
1d8 per level of the spell slot, and you can knock the
target prone if it is Huge or smaller.
+2 Maddening Hex (Bonus Action). You cause a psychic
disturbance around the target cursed by you. When you
CURRENT HIT POINTS do so, you deal 4 psychic damage to the cursed target and
CONSTITUTION DEATH SAVING THROWS each creature of your choice that you can see within 5 feet
SAVING THROWS of it. To use this invocation, you must be able to see the

12 SPEED FLY CLIMB SWIM cursed target, and it must be within 30 feet of you.
N
CIE C
Thirsting Blade. You can attack with your pact weapon
+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI

twice, instead of once, whenever you take the Attack


RT

EXPE

VISION INSPIRATION EXHAUSTION action on your turn.


+0 Animal Handling (Wis)
+1 ✘ +2 Arcana (Int) Darkvision Pact of the Blade (Action). Create a pact weapon in your
empty hand. This weapon counts as magical for the
-1 Athletics (Str) Resistances. Necrotic, Radiant purpose of overcoming resistance and immunity to
INTELLIGENCE nonmagical attacks and damage.Your pact weapon
+4 Deception (Cha) disappears if it is more than 5 feet away from you for 1

8 -1 History (Int) minute or more. It also disappears if you use this feature
again, if you dismiss the weapon (no action required), or if
✘ +3 Insight (Wis) you die.You can transform one magic weapon into your
pact weapon by performing a special ritual while you hold
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the weapon. You perform the ritual over the course of 1
-1 ✘ +2 Investigation (Int) hour, which can be done during a short rest. You can then
dismiss the weapon, shunting it into an extradimensional
+0 Medicine (Wis) Celestial Resistance. You have resistance to necrotic space, and it appears whenever you create your pact
damage and radiant damage. weapon thereafter. You can’t affect an artifact or a
WISDOM -1 Nature (Int) sentient weapon in this way. The weapon ceases being

10 ✘ +3 Perception (Wis) Healing Hands (Action—1/Long Rest). You can your pact weapon if you die, if you perform the 1-hour
touch a creature and cause it to regain 5 hit points. ritual on a different weapon, or if you use a 1-hour ritual
+4 Performance (Cha) to break your bond to it. The weapon appears at your feet
Light Bearer. You know the light cantrip. if it is in the extradimensional space when the bond
+4 Persuasion (Cha) breaks.
+0 -1 Religion (Int)
(Spellcasting: Charisma)
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose
Radiant Consumption (1/Long Rest). Your one creature you can see within 30ft. The target is cursed
+2 Sleight of Hand (Dex)
transformation lasts for 1 minute or until you end it for 1 minute or until target dies, you die, or you are
CHARISMA +2 Stealth (Dex) as a bonus action. During it, you shed bright light in incapacitated. Until the curse ends, you gain a +3 bonus to
a 10-foot radius and dim light for an additional 10 damage rolls against the cursed target and any attack roll
18 +0 Survival (Wis)
SKILLS
feet, and at the end of each of your turns, you and
each creature within 10 feet of you take 3 radiant
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
damage. In addition, once on each of your turns, 9HP.
you can deal 5 extra radiant damage to one target
+4 13 PASSIVE PERCEPTION
when you deal damage to it with an attack or a Hex Warrior. Whenever you finish a long rest, you can
spell. touch one weapon that you are proficient with and that
lacks the two-handed property. When you attack with that
ADVANTAGE
weapon, you can use +7 for the attack and +4 damage.

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +7 vs AC 2d6+4 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Thieves’ tools, Disguise kit

Languages. Common, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Klesh
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe
that very law has failed you and you seek to make things right. You could have witnessed something remarkable or
terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets
for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies,
you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden
in the shadows.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Official Inquiry
You’re experienced at gaining access to people and
places to get the information you need. Through a
combination of fast-talking, determination, and
official-looking documentation, you can gain access
to a place or an individual related to a crime you’re
investigating. Those who aren’t involved in your
investigation avoid impeding you or pass along your
requests. Additionally, local law enforcement has
firm opinions about you, viewing you as either a
nuisance or one of their own.

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
[Studded Leather] 1 13
[Greatsword] 1 6

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

19 lb / 120 lb 240 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 Eldritch Blast Green-Flame Blade


Toll the Dead

1ST LEVEL Hex Shield


Wrathful Smite

2ND LEVEL Invisibility Misty Step

3RD LEVEL 2 SPELL SLOTS Counterspell

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Eldritch Blast Green-Flame Blade Light
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE {{spell:range}} feet RANGE Self (5-foot radius) RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, M (a firefly or phosphorescent moss)

A beam of crackling energy streaks toward a creature within range. You brandish the weapon used in the spell’s casting and make a You touch one object that is no larger than 10 feet in any dimension.
Make a ranged spell attack against the target. On a hit, the target melee attack with it against one creature within 5 feet of you. On a Until the spell ends, the object sheds bright light in a 20-foot radius
takes 1d10 force damage. hit, the target suffers the weapon attack’s normal effects, and you and dim light for an additional 20 feet. The light can be colored as
The spell creates more than one beam when you reach higher can cause green fire to leap from the target to a different creature of you like. Completely covering the object with something opaque
levels: two beams at 5th level, three beams at 11th level, and four your choice that you can see within 5 feet of it. The second creature blocks the light. The spell ends if you cast it again or dismiss it as an
beams at 17th level. you can direct the beams at the same target or takes fire damage equal to your spellcasting ability modifier. action.
at different ones. Make a separate attack roll for each beam. This spell’s damage increases when you reach certain levels. At 5th If you target an object held or worn by a hostile creature, that
level, the melee attack deals an extra 1d8 fire damage to the target creature must succeed on a Dexterity saving throw to avoid the spell.
on a hit, and the fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage rolls increase by 1d8
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Tasha’s Cauldron of Everything Light Bearer (Aasimar) Player’s Handbook

Toll the Dead Hex Shield


Necromancy Cantrip 1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted
by the magic missile spell
RANGE 60 feet RANGE 90 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S

You point at one creature you can see within range, and the sound of You place a curse on a creature that you can see within range. Until An invisible barrier of magical force appears and protects you. Until
a dolorous bell fills the air around it for a moment. The target must the spell ends, you deal an extra 1d6 necrotic damage to the target the start of your next turn, you have a +5 bonus to AC, including
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If whenever you hit it with an attack. Also, choose one ability when you against the triggering attack, and you take no damage from magic
the target is missing any of its hit points, it instead takes 1d12 cast the spell. The target has disadvantage on ability checks made missile.
necrotic damage. with the chosen ability.
The spell’s damage increases by one die when you reach 5th level If the target drops to 0 hit points before this spell ends, you can use
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). a bonus action on a subsequent turn of yours to curse a new
creature. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

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

Wrathful Smite Invisibility Misty Step


1st-level evocation 2nd-level illusion 2nd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V

The next time you hit with a melee weapon attack during this spell’s A creature you touch becomes invisible until the spell ends. Anything Briefly surrounded by silvery mist, you teleport up to 30 feet to an
duration, your attack deals an extra 1d6 psychic damage. the target is wearing or carrying is invisible as long as it is on the unoccupied space that you can see.
Additionally, if the target is a creature, it must make a Wisdom saving target’s person. The spell ends for a target that attacks or casts a
throw or be frightened of you until the spell ends. As an action, the spell.
creature can make a Wisdom check against your spell save DC to At Higher Levels. When you cast this spell using a spell slot of 3rd
steel its resolve and end this spell. level or higher, you can target one additional creature for each slot
level above 2nd.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Counterspell
3rd-level abjuration

CASTING TIME 1 reaction, which you take when you see a creature within 60 feet of
you casting a spell
RANGE 60 feet
DURATION Instantaneous
COMPONENTS S

You attempt to interrupt a creature in the process of casting a spell. If


the creature is casting a spell of 3rd level or lower, its spell fails and
has no effect. If it is casting a spell of 4th level or higher, make an
ability check using your spellcasting ability. The DC equals 10 + the
spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the interrupted spell has no effect if its level is less
than or equal to the level of the spell slot you used.

Pact Magic (Warlock) Player’s Handbook


Studded Leather Greatsword
Armor Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 6 lb. Player’s Handbook

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