You are on page 1of 3

Warlock Fiend 4 Criminal - Highway Robber

CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Orc 2700
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +2 30
Specialty - Highway Robber
Trait - I don't pay attention to risks in
+4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
a situation. Never tell me the odds.

14+4 PERSONALITY TRAITS

Hit Point Maximum 31


+4
Strength
DEXTERITY I will do whatever it takes to

+2


+2

+2
Dexterity
Constitution
31 become wealthy.
CURRENT HIT POINTS IDEALS
-1
Intelligence
14 ● +1
Wisdom
● +4
Charisma I will become the greatest
CONSTITUTION SAVING THROWS
bandit that ever lived.
TEMPORARY HIT POINTS BONDS

+2

+2
Acrobatics (Dex) Total 4d8 SUCCESSES When faced with a choice between money and my
friends, I usually choose the money.
13+1
-1
Animal Handling (Wis) 4 FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+4
Athletics (Str)

-1 ●


+4

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Half-Orc***
E. Blast +4 1d10+2For *Ability Score - Strength +2 and Constitution +1

Insight (Wis)
*Size - Medium
9 -1
*Darkvision 60' - Dim=Bright, Dark=Dim(no color in Dark)
*Menacing - Intimidation(Cha)

+4
Intimidation (Cha) PactLance +6 1d12+4Prc *Relentless Endurance - once per long rest when you are reduced to 0 Hit Points but not
killed outright, you instead can drop to 1 Hit Point instead.
*Savage Attacks - when you score a Critical hit with a melee weapon you can roll an

Investigation (Int)
additional weapon die on top of the Critical damage.
WISDOM ●
+1
*Languages - Common and Orc
PactAxe +6 1d12+4Sla
Medicine (Wis)
-1 --==Background==--

-1 ●

+1
Nature (Int) Eldritch Blast - 120' 1 target ranged spell
***Background - Criminal***
*Skills - Deception(Cha) and Stealth(Dex)
*Tools - Gaming Set and Thieves' Tools

--==Class==--
attack for 1d10+2 Force damage
Perception (Wis)
-1 ***Class - Warlock***

8 *Ability Score - Strength +2


*Hit Dice - 4d8

Performance (Cha)
*Armor - Light
+2
Pact Weapon - Great Axe(1d12 Slashing) or *Weapons - Simple
*Saving Throws - Wisdom and Charisma
Lance(1d12 Piercing), both are Magical and
Persuasion (Cha)
+2 *Skills - Nature(Int) and Investigation(Int)

CHARISMA require 2 hands; the Lance has Reach and *Starting Wealth - 160GP(4d4x10)

--==Archetype==--
-1
Religion (Int) you have Disadvantage with it within 5' of ***Archetype - Fiend Patron***

+2 +2
Sleight of Hand (Dex)
your target *Pact Magic - spell slots are of the same level and are refreshed with a short rest
*Dark One's Blessing(6HP) - when you reduce a hostile creature's Hit Points to 0 you gain
temporary Hit Points equal to (Charisma Modifier + Warlock Level)

--==Special==--

+4
Stealth (Dex) ***Eldritch Invocations(2)***
*1 - Agonizing Blast - add Charisma Modifier to Eldritch Blast damage
14 *2 - Devil's Sight - see normally in magical and non-magical Darkness up to 120'
-1
Survival (Wis) ***Pact of the Blade***
*You can use your action to create a pact weapon in your empty hand. You can choose the
form that this melee weapon takes each time you create it. You are proficient with it while
SKILLS ATTACKS & SPELLCASTING you wield it. This weapon counts as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more
than 5' away from you for 1 minute or more. It also disappears if you use this feature again,
if you dismiss the weapon(no action required), or if you die. You can transform one magic
weapon into your pact weapon by performing a special ritual while you hold the weapon.

9 PASSIVE WISDOM (PERCEPTION)


Body - Studded
You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it
CP appears whenever you create your pact 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

Leather (12 AC + perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the extradimensional space when the
bond breaks

SP 7 Dexterity Modifier)
RH - Pact Weapon
EP Axe/Lance
LH - Arcane Focus
GP 88 (Crystal)

PP Misc - Thieves' Tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - A crowbar, a set of dark common clothes including a


hood, and a belt pouch
Warlock Starting Equipment - Studded Leather(45GP), Great Club(2SP),
Arcane Focus(Crystal - 10GP), Burglar's Pack(16GP), Dice Set(1SP) and
Thieves' Tools(25GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock
Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
True Strike
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Hex

Armor of Agathys
4
Hellish Rebuke
SPELLS KNOWN

2 2
Darkness

Mirror Image

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

You might also like