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Tiefling 3rd-Level Warlock (Pact of the Tome) Charlatan

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

30
I have a joke for every occasion, especially

STRENGTH
+2 PROFICIENCY BONUS 12 +1 FEET
occasions where humour is inappropriate.

I’m a born gambler who can’t resist taking a risk


ARMOR
for a potential payoff.

+0
CLASS INITIATIVE SPEED

Strength PERSONALITY TRAITS

Dexterity Hit Point Maximum 24


10 Aspiration. I’m determined to make
Constitution something of myself.
DEXTERITY Intelligence
+1 Wisdom
+1
CURRENT HIT POINTS IDEALS
+5 Charisma
A powerful person killed someone I love.
SAVING THROWS
12 Some day soon, I’ll have my revenge.

TEMPORARY HIT POINTS BONDS


CONSTITUTION Acrobatics ( Dex)
Animal Handling ( Wis )
+2 +4 Arcana ( Int)
Total 3D8 SUCCESSES I can’t resist swindling people who are
more powerful than me.
FAILURES
Athletics ( Str )
15 +5 HIT DICE DEATH SAVES
Deception ( Cha) FLAWS

History ( Int)
INTELLIGENCE
NAME ATK BONUS DAMAGE/TYPE
Insight ( Wis ) Darkvision. you have superior vision in dark
+2 Intimidation ( Cha) Light Crossbow 1 +3 1D8+1 PIERCING and dim conditions. You can see in dim
light within 60 feet of you as if it were
+4 Investigation ( Int) Hand Axe 2 +2 1D6 SLASHING bright light, and in darkness as if it were
14 dim light. you can’t discern colour in
Medicine ( Wis )
Spellcasting 3 +5 VARIABLE darkness, only shades of gray.
Nature ( Int) Hellish Resistance. You have resistance to
1
You can fire a light crossbow 80 ft., or up to 320
WISDOM Perception ( Wis ) ft. with disadvantage on the attack roll. fire damage.

-1 Performance ( Cha)
2
You can throw a handaxe 20 ft., or up to 60 ft. Infernal Legacy. You can cast the Hellish
with disadvantage on the attack roll. Rebuke spell once per day as a 2nd-level spell.
Persuasion ( Cha) 3
Your Spellcasting ability is Charisma. When Otherwordly Patron: The Fiend. You gained
casting a spell that requires your target to make
your magical abilities through a pact you
8 Religion ( Int) a saving throw, your Spell Save DC is 13.
made with a fiend from the lower planes
+3 Sleight of Hand ( Dex) Cantrips. You know the Thaumaturgy, Eldritch of existance.
Blast, and Friends cantrips.
CHARISMA Stealth ( Dex) Mask of Many Faces. You can cast Disguise
Known Spells. You know the Burning Hands, Misty
Step, Spider Climb, and Scorching Ray spells.
Self at will, without expending a spell slot.
Survival ( Wis )
+3 SKILLS
Pact of the Tome. Your patron has
granted you a grimoiure called a Book of
Shadows. It contains the Mage Hand,
16 Spell Slots Message, and Produce Flame cantrips,
PASSIVE WISDOM (2nd) (2nd) which you can cast at will as long as the
9 (PERCEPTION)
ATTACKS & SPELLCASTING Book of Shadows is in your possession.
Dark One’s Blessing. When you reduce a
hostile creature to 0 hit points, you gain
Proficiencies. Light armour, simple Light crossbow
6 temporary hit points which last until
weapons, disguise kit, forgery kit. bolts ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
CP ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) they’re depleted or you finish a long rest.
Languages. Common, Infernal. obsidian ring (arcane focus) (See PHB 198 for more info.)
leather armour
hand axe
False Identity. You have created a second
SP
daggers (2) identity that includes documentation,
established aquaintances, and disguises
Backpack that allow you to assume that persona.
EP Book of lore Additionally, you can forge documents
Bottle of Ink including official papers and personal
ink pen
sheets of parchment (10)
letters, as long as you have seen an
GP example of the kind of document or the
small bag of sand
small knife handwriting you are trying to copy.

PP set of fine clothes


disguise kit
set of weighted dice
belt pouch

Book of Shadows

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca
Cantrips item from an open container, or pour the contents must adopt a form that has the same basic
out of a vial. You can move the hand up to 30 feet arrangement of limbs. Otherwise, the extent of the
Thaumaturgy each time you use it. illusion is up to you.
Transmutation cantrip The hand can’t attack, activate magic items, or The changes wrought by this spell fail to hold up
Casting Time: 1 action carry more than 10 pounds. to physical inspection. For example, if you use this
Range: 30 feet spell to add a hat to your outfit, objects pass
Components: V Message through the hat, and anyone who touches it would
Duration: Up to 1 minute Transmutation cantrip feel nothing or would feel your head and hair. If
you use this spell to appear thinner than you are,
You manifest a minor wonder, a sign of Casting Time: 1 action the hand of someone who reaches out to touch you
supernatural power. You create one of the Range: 120 feet would bump into you while it was seemingly still
following magical effects within range: Components: V, S, M in midair.
• Your voice booms up to three times as loud as Duration: 1 round
To discern that you are disguised, a creature can
normal for 1 minute. You point your finger toward a creature within use its action to inspect your appearance and must
range and whisper a message. The target (and only succeed on an Intelligence (Investigation) check
• You cause flames to flicker, brighten, dim, or
the target) hears the message and can reply in a against your spell save DC.
change color for 1 minute.
whisper that only you can hear.
• You cause harmless tremors in the ground for 1
minute.
You can cast this spell through solid objects if you Hellish Rebuke (1/day)
are familiar with the target and know it is beyond 1st-level evocation (as 2nd level, racial ability)
• You create an instantaneous sound that the barrier. Magical silence, 1 foot of stone, 1 inch
originates from a point of your choice within of common metal, a thin sheet of lead, or 3 feet of
Casting Time: 1 reaction, which you take in
range, such as a rumble of thunder, the cry of a wood blocks the spell. The spell doesn’t have to response to being damaged by a creature
raven, or ominous whispers. follow a straight line and can travel freely around within 60 feet of you that you can see
corners or through openings. Range: 60 feet
• You instantaneously cause an unlocked door or
Components: V, S
window to fly open or slam shut.
Produce Flame Duration: Instantaneous
• You alter the appearance of your eyes for 1 You point your finger, and the creature that
minute.
Conjuration cantrip
damaged you is momentarily surrounded by
Casting Time: 1 action
If you cast this spell multiple times, you can have hellish flames. The creature must make a
Range: Self
up to three of its 1-minute effects active at a time, Dexterity saving throw. It takes 3d10 fire damage
Components: V, S on a failed save, or half as much damage on a
and you can dismiss such an effect as an action.
Duration: 10 minutes successful one.
Eldritch Blast A flickering flame appears in your hand. The flame
Evocation cantrip (as per Agonizing Blast)
remains there for the duration and harms neither Misty Step
you nor your equipment. The flame sheds bright
Casting Time: 1 action 2nd-level conjuration
light in a 10-foot radius and dim light for an
Range: 120 feet additional 10 feet. The spell ends if you dismiss it Casting Time: 1 bonus action
Components: V, S as an action or if you cast it again. Range: Self
Duration: Instantaneous Components: V
You can also attack with the flame, although doing
A beam of crackling energy streaks toward a Duration: Instantaneous
so ends the spell. When you cast this spell, or as an
creature within range. Make a ranged spell attack action on a later turn, you can hurl the flame at a Briefly surrounded by silvery mist, you teleport up
(+5) against the target. On a hit, the target takes creature within 30 feet of you. Make a ranged spell to 30 feet to an unoccupied space that you can see.
1d10+3 force damage. attack (+5). On a hit, the target takes 1d8 fire
damage. Spider Climb
Friends 2nd-level transmutation
Enchantment cantrip
Casting Time: 1 action
Known Spells Casting Time: 1 action
Range: Touch
Range: Self Burning Hands Components: V, S, M
Components: S, M 1st-level evocation (as 2nd level) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute Until the spell ends, one willing creature you touch
Casting Time: 1 action
For the duration, you have advantage on all gains the ability to move up, down, and across
Range: Self (15-foot cone)
Charisma checks directed at one creature of your vertical surfaces and upside down along ceilings,
Components: V, S while leaving its hands free. The target also gains a
choice that isn’t hostile toward you. When the
Duration: Instantaneous climbing speed equal to its walking speed.
spell ends, the creature realizes that you used
magic to influence its mood and becomes hostile As you hold your hands with thumbs touching and
toward you. A creature prone to voilence might fingers spread, a thin sheet of flames shoots forth Scorching Ray
attack you. Another creature might seek from your outstretched fingertips. Each creature
2nd-level evocation
retribution in other ways (at the DM’s discretion), in a 15-foot cone must make a Dexterity saving
throw. A creature takes 4d6 fire damage on a Casting Time: 1 action
depending on the nature of your interaction with it.
failed save, or half as much damage on a Range: 120 feet
successful one. Components: V, S
Book of Shadows The fire ignites any flammable objects in the area
Duration: Instantaneous
You create three rays of fire and hurl them at
Mage Hand that aren’t being worn or carried.
targets within range. You can hurl them at one
Conjuration cantrip Disguise Self target or several.
Casting Time: 1 action 1st-level illusion (as per Mask of Many Faces) Make a ranged spell attack (+5) for each ray. On a
Range: 30 feet hit, the target takes 2d6 fire damage.
Casting Time: 1 action
Components: V, S
Range: Self
Duration: 1 minute
Components: V, S
A spectral, floating hand appears at a point you
Duration: 1 hour
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The You make yourself—including your clothing,
hand vanishes if it is ever more than 30 feet away armor, weapons, and other belongings on your
from you or if you cast this spell again. person— look different until the spell ends or until
you use your action to dismiss it. You can seem 1
You can use your action to control the hand. You foot shorter or taller and can appear thin, fat, or in
can use the hand to manipulate an object, open an between. You can’t change your body type, so you
unlocked door or container, stow or retrieve an

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