Alelor "Ally" Holimion | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Alelor "Ally" Holimion

3 Level (0/2700 XP for level-up) Charlatan Background Half-Elf Race / Species / Heritage Chaotic Neutral Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
15
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
19
+4
31
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+6 Deception CHA
+1 History INT
+2 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 piercing
 Finesse, Light, Range, Thrown 20/60
Everton's Oar +3 STR 1d8+1 bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Prestidigitation +6 1 action 10 ft Up to 1 Hour
 Notes:This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Eldritch Blast +6 1 action 120 ft Instant 1d10+4
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep +6 1 action 90 ft 1 minute
 Notes:Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures). This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Healing Elixir +6 1 minute Self 24 Hours
 Notes:You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Hex +6 1 bonus action 90 ft Concentration (1 hour) 1d6
 Notes:You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use 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.
Darkness +6 1 action 60 ft Concentration (10 minutes)
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Level 2- Eldritch Invocations
Agonizing Blast- (add CHR modifier to Blast)
Repelling Blast- Hit a creature with eldritch blast push it up to 10 ft away.

Level 3- Pact of the Talisman Boon
+ Invocation Devil's Sight
+ When the wearer fails an ability check, they can add 1d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus (2), and all expended uses are restored when you finish a long rest.
+ If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Features & Traits
Warlock-
(a) a light crossbow and 20 bolts or (b) any simple weapon - Dagger
(a) a component pouch or (b) an arcane focus - Talisman of Bahaaldin
(a) a scholar's pack or (b) a dungeoneer's pack -
Leather armor (AC 11), any simple weapon, and two daggers - (4 total daggers lol)

Charlatan-
Equipment: A set of fine clothes, an alchemist kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid), and a pouch containing 15gp

Items-
Scroll of Misty Step
Healing Elixir (2d4+2)

Everton’s Oar +1 (attunement) - Can be used as halberd, glaive, staff, (damage would reflect how you use it). (Quarterstaff+1: 1d8+1)
Everton’s Thirst: Has 2 charges that can be used per long rest. As an action feed it a potion, giving it a status effect of that potion on attacks for 1hr. (+1d4 of that type).
Ferry of the Damned: As an action while holding the oar, you can summon a spectral boat, which appears on the surface of water in an unoccupied space that you can see within 30 feet of you. This boat is a 15-foot long gondola that can fit up to six Medium or smaller creatures. It has 11 AC, 50 hit points, and immunity to poison and psychic damage. It disappears if it’s destroyed or when you dismiss it as an action. After the boat has been summoned, you can’t use this property again until the next dawn.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 54, Platinum: 0 Money
Cantrips- Baja (Eldritch) Blast, Prestidigitation
Level 1 Spells- Healing Elixir, Sleep, Hex
Level 2 Spells (planning)- Darkness (pitch black), Shatter(?), Invisibility(?)
Level 3 Spells (planning)-
Spellcasting
Half-Elf (Ability Score Increase. CHR +2, WIS+1, DEX+1)
Darkvision- Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages- You can read, speak, and write Common, Elven, and one language of your choice (Dwarven)
Half-Elf Versatility- Skill Versatility (General). You gain proficiency in two skills of your choice. - Medicine, Persuasion

Charlatan-
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit -> (Replace both with alchemist kit)

Warlock-
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana!, Deception, History, Intimidation, Investigation, Nature, and Religion!

Archfey-
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Additional Spell List:
1st- Faerie Fire, Sleep
2nd- Calm Emotions, Phantasmal Force
3rd- Blink, Plant Growth
4th- Dominate Beast, Greater Invisibility
5th- Dominate Person, Seeming

Languages & Proficiencies
Favorite scheme, selling "flavored" potions that have no actual effect to the wealthy to make some quick gold.

Personality Traits
I am determined to make a name for myself, my patron, and make a nice profit along the way.

Ideals
I fleeced the wrong person in Gamberry Port and want to ensure that I do not cross paths with them in the near future.

Bonds
I harbor resentment for elves due to my absent father and ruthless master.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Basic Rules

Dagger

Weapon

Varies

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Daggers are short, two-sided blades used for stabbing and thrusting. They are not as long as a short sword, but are larger than a common knife.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft.

Cost: 2 gp
Weight: 1 lb.

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Level 0 Spells

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 3 mètres
Components: Verbal, Somatique
Duration: Jusqu'à 1 heure
Ce sort est un tour de magie basique que les incantateurs novices utilisent pour s'entraîner. Vous l'utilisez pour créer à portée l'un des effets magiques suivants :
  • pluie d'étincelles, un coup de vent, de faibles notes de musique ou une odeur étrange.
  • Vous allumez ou éteignez instantanément une chandelle, une torche ou un petit feu de camp.
  • Vous nettoyez ou salissez instantanément un objet ne faisant pas plus de 30 décimètres cubes.
  • Vous refroidissez, réchauffez ou aromatisez jusqu'à 30 décimètres cubes de matière non vivante pendant 1 heure.
  • Vous faites apparaître une couleur, une petite marque ou un symbole sur un objet ou une surface pendant 1 heure.
  • Vous créez un colifichet non magique ou une image illusoire tenant dans votre main, qui persiste jusqu'à la fin de votre prochain tour.
Si vous lancez le sort à plusieurs reprises, vous ne pouvez pas avoir plus de trois effets non instantanés actifs à la fois. Vous pouvez révoquer un tel effet par une action.

PHB

Eldritch Blast

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V,S
Duration: Instantaneous
Attack/Save: ranged
Damage/Effect: force
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

Level 1 Spells

Based on Player's Handbook

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 18 m
Components: Verbal, Somatic
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Netrunner

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