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Kee

3 Level (0/2700 XP for level-up) Background Hexark Race / Species / Heritage Chaotic Alignment
Warlock of a Great Old One
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
8
-1
DEX
13
+1
CON
13
+1
INT
13
+1
WIS
13
+1
CHA
15
+2
26
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Pact Magic
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+4 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
SHANK! +1 DEX 1D4+1 Shank
 You use your hand made shiv to Shank your foe!
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast 1 Action 120 ft Instant 1D10
 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. 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.
Minor Illusion 1 Action 30 ft 1 Minute
 Notes:You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before 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.
Blade Ward 1 Action Self 1 Round
 Notes:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Mind Sliver 1 Action 60 ft 1 Round 1D6
 Notes:You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Encode Thought 1 Action Self 8 Hours
 Notes:You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Upon casting, you can set an intended target who can receive the information from the encoded thought upon touching it.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Id Insinuation 1 Action 60 ft Concentration up to 1 Minute 1D12
 Notes:You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decision. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it take 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Charm Person 1 Action 30 ft 1 Hour
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Puppet 1 Action 120 ft Instant
 Notes:Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Armor of Agathys 1 Action Self 1 Hour 5 HP
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Armor of Agathys 1 Action Self 1 Hour 5 HP +
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Dark Maroon Hexark with Turquoise Vitiligo spreading from their hip, Black hair and Expansion Marks.

Features & Traits

Robe of Eyes

Wondrous Item

Rare Requires Attunement

  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • You have Dark Vision out to a range of 120 feet.
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
  • The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
  • A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

This robe is adorned with eyelike patterns



  • Homemade shiv

  • Giant Hornets x4 (5 gp Each)

  • Glasses of Hindsight



  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Spell Slots: 3
    Cantrips Known: 2 Natural, 3 from Tome
    Spells Known: 4
    Invocations Known: 2

    Eyes of the Rune Keeper
    You can read all writing.

    Mask of Many Faces
    You can cast Disguise Self at will, without expending a spell slot.
    Spellcasting
    Absolute Gremlin

    Personality Traits
    1 extra spell slot due to race. (2 at lvl 6, 3 at lvl 13)


    Awakened Mind
    Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.


    Notes


    ™ & © 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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    Level 0 Spells

    PHB

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: S, M
    Materials: a bit of fleece
    Duration: 1 minute
    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before 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.

    Player's Handbook

    Blade Ward

    0-level (Cantrip) Abjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: 1 round
    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Mind Sliver

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: 1 round
    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
    At higher levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Sorcerer, Warlock, Wizard

    Guildmaster's Guide to Ravnica

    Encode Thoughts

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: Self
    Components: 8 hours
    Duration: Somatic
    You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.   Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)
    Available for: Wizard
    ]

    Level 1 Spells

    D&D 5e PHB Page 221

    Charm Person

    1-level Enchantment

    Casting Time 1 action
    Range 30 feet
    Duration 1 hour
    Components V, S

    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

    Puppet

    1-level Enchantment

    Casting Time 1 action
    Range 120 ft.
    Duration Instantaneous
    Components V

    Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

    Class(es): Bard, Warlock, Wizard

    PHB

    Armor of Agathys

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a cup of water

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

    Class(es): Warlock, Paladin (Oath of Conquest)
    ]

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