The Fiend Warlock 1 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Meg
Half-Elf Chaotic Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 13 2 30
1 2 PROFICIENCY BONUS
13 PERSONALITY TRAITS
Hit Point Maximum 13
1 Strength
DEXTERITY 2 Dexterity
2
5 Constitution CURRENT HIT POINTS
2 Intelligence
14 4 Wisdom
IDEALS
5 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
5 2 Acrobatics (Dex)
1
20 2 Animal Handling (…
BONDS
4 Arcana (Int)
INTELLIGENCE 1 Athletics (Str)
2
5 Deception (Cha) NAME ATK DAMAGE/TYPE
2 History (Int)
Eldritch Blast +5 1d10 Force
4 Insight (Wis)
15
3 Intimidation (Cha)
Burning Hands 3d6 Fire FLAWS
4 Investigation (Int)
WISDOM
2 Medicine (Wis) Shortbow +4 1d6+2 Piercing
2 2 Nature (Int)
Spear (One-H… +3 1d6+1 Piercing
Dark One's Blessing
2 Perception (Wis)
Darkvision
14 3 Performance (Cha)
Spear (Two-H… +3 1d8+1 Piercing Fey Ancestry
5 Persuasion (Cha)
CHARISMA Shelter of the Faithful
4 Religion (Int) Dagger +4 1d4+2 Piercing
3
FEATURES & TRAITS
2 Sleight of Hand (D…
2 Stealth (Dex) ATTACKS & SPELLCASTING
17 2 Survival (Wis)
SKILLS 15
CP SP EP GP PP
12 PASSIVE WISDOM (PERCEPTION) 1 Prayer Book
1 Holy Symbol
5 Stick of Incense
LANGUAGE: Celestial, Common, Draconic,
1 Vestments
Elvish, Undercommon
1 Belt Pouch
ARMOR: Light Armor
1 Shortbow
WEAPON: Simple Weapons
1 Component pouch
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP
1 Scholar's Pack
1 Spear
1 Leather Armor
Total: Total:
2 Dagger
1 Common Clothes
ATTACKS & SPELLCASTING
1 book of lore
1 little bag of sand Total: Total:
1 small knife
1 Backpack
1 Ink
1 Ink Pen
10 Parchment
EQUIPMENT
CHARISMA 13 5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Eldritch Blast
Minor Illusion
4 0 7 0
1 1
5 0 8 0
Command
Burning Hands
9 0
2 0
FEATURES & TRAITS
Dark One's Blessing Shelter of the Faithful
Starting at 1st level, when you reduce a hostile As an acolyte, you command the respect of those
creature to 0 hit points, you gain temporary hit who share your faith, and you can perform the
points equal to your Charisma modifier + your religious ceremonies of your deity. You and your
warlock level (minimum of 1). adventuring companions can expect to receive free
healing and care at a temple, shrine, or other
Darkvision established presence of your faith, though you must
Thanks to your elf blood, you have superior vision provide any material components needed for spells.
in dark and dim conditions. You can see in dim light Those who share your religion will support you (but
within 60 feet of you as if it were bright light, and in only you) at a modest lifestyle. You might also have
darkness as if it were dim light. You can't discern ties to a specific temple dedicated to your chosen
color in darkness, only shades of gray. deity or pantheon, and you have a residence there.
This could be the temple where you used to serve,
Fey Ancestry
or a temple where you have found a new home.
You have advantage on saving throws against being
While near your temple, you can call upon the
charmed, and magic can't put you to sleep.
priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good
standing with your temple.
SPELLS
Eldritch Blast Burning Hands
Evocation cantrip Command Evocation 1
Casting Time: 1 action Enchantment 1 Casting Time: 1 action
Range: 120 feet Casting Time: 1 action Range: Self (15-foot cone)
Target: A creature within range Range: 60 feet Target: Self (15-foot cone)
Components: V S Target: A creature you can see within range Components: V S
Duration: Instantaneous Components: V Duration: Instantaneous
Description: Duration: 1 round Description:
A beam of crackling energy streaks toward a Description: As you hold your hands with thumbs touching and
creature within range. Make a ranged spell attack You speak a one-word command to a creature you fingers spread, a thin sheet of flames shoots forth
against the target. On a hit, the target takes 1d10 can see within range. The target must succeed on a from your outstretched fingertips. Each creature in a
force damage. The spell creates more than one beam Wisdom saving throw or follow the command on its 15-foot cone must make a Dexterity saving throw. A
when you reach higher levels: two beams at 5th next turn. The spell has no effect if the target is creature takes 3d6 fire damage on a failed save, or
level, three beams at 11th level, and four beams at undead, if it doesn’t understand your language, or if half as much damage on a successful one. The fire
17th level. You can direct the beams at the same your command is directly harmful to it. Some ignites any flammable objects in the area that aren’t
target or at different ones. Make a separate attack typical commands and their effects follow. You being worn or carried.
roll for each beam. might issue a command other than one described At Higher Levels: When you cast this spell using a
here. If you do so, the GM determines how the spell slot of 2nd level or higher, the damage
Minor Illusion target behaves. If the target can’t follow your increases by 1d6 for each slot level above 1st.
Illusion cantrip command, the spell ends. Approach. The target
Casting Time: 1 action moves toward you by the shortest and most direct
Range: 30 feet route, ending its turn if it moves within 5 feet of
Target: See text you. Drop. The target drops whatever it is holding
Components: S M and then ends its turn. Flee. The target spends its
Duration: 1 minute turn moving away from you by the fastest available
Description: means. Grovel. The target falls prone and then ends
You create a sound or an image of an object within its turn. Halt. The target doesn’t move and takes no
range that lasts for the duration. The illusion also actions. A flying creature stays aloft, provided that it
ends if you dismiss it as an action or cast this spell is able to do so. If it must move to stay aloft, it flies
again. If you create a sound, its volume can range the minimum distance needed to remain in the air.
from a whisper to a scream. It can be your voice, At Higher Levels: When you cast this spell using a
someone else’s voice, a lion’s roar, a beating of spell slot of 2nd level or higher, you can affect one
drums, or any other sound you choose. The sound additional creature for each slot level above 1st. The
continues unabated throughout the duration, or you creatures must be within 30 feet of each other when
can make discrete sounds at different times before you target them.
the spell ends. If you create an image of an object—
such as a chair, muddy footprints, or a small chest—
it must be no larger than a 5-foot cube. The image
can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it
to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an
illusion with a successful Intelligence
(Investigation) check against your spell save DC. If
a creature discerns the illusion for what it is, the
illusion becomes faint to the creature.