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Miss Hen

1 Level (0/300 XP for level-up) Pet Chicken Background Chicken Race / Species / Heritage Chaotic Evil Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
15
+2
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
15
+2
CHA
18
+4
8+1
Hit Points
+2
Initiative (DEX)
6
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+10 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+10 Deception CHA
+0 History INT
+4 Insight WIS
+10 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
+8 Performance CHA
+10 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Metal Talons +4 STR 1d4+2 slash
Attacks

Spell Book

Oh wow, a Chicken:
As a chicken, Miss Hen lays eggs. These eggs can be used as ammunition, food, or hatched to build an army. Miss Hen can only lay one egg per day. She is also proficient in Animal Handling and Athletics as she is an animal herself and can communicate and understand other beasts. Unfortunately, Miss Hen cannot speak Common and must communicate in Chicken or Auran unless assisted by some magical relic or spell.

Floofy birb go brrrr:
As a pet Chicken, Miss Hen is often written off as harmless and dumb. This deception is only broken when Miss Hen makes it obvious that she is, in fact, not a typical pet chicken. As such, until her cover is broken, she is proficient in Deception and has an advantage on Charisma checks, whether for intimidation or charm.

Devil's sight:
Miss Hen can see normally in darkness, both magical and nonmagical, up to 120 feet

Mystic Arcanum:
Miss Hen's patron has bestowed upon her an Arcanum, letting her cast a spell without using a spell slot.

Features & Traits
An arcane focus in the form of a bow-tied pet collar.
A chicken-sized dungeoneer's pack and body harness for other equipment attachments.
Two pairs of metal talons as simple weapons (1d4 slash damage)
Component pouch.
Dungeoneer's pack:
(A crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
http://dnd5e.wikidot.com/spells:warlock

For Phoenix's Campagin, all spells for Warlocks are available and spell slots are non-existant.
Spellcasting
Miss Hen can speak Chicken, and Auran, but understands Common and other beasts.

Proficient in

Languages & Proficiencies
Miss Hen, like many chickens, is not bound by God, man, or laws. She's purely loyal to those she deems trustworthy, or at least useful enough to keep around. The only love for certain in this hen's heart is for her patron, her flock, and carnage. Though she is smaller than many other beings, Miss Hen never backs down from a fight and will bravely jump into battle talons first, ready to obliterate whoever has earned her ire.

As prickly as Miss Hen appears, if one were to gain her affections they would find this blood thirsty chicken very sweet and docile, and would gain her never ending devotion.

Miss Hen's worst fear is her and her flock being eaten.

Personality Traits
An extraordinary chicken, Miss Hen's ideals are to survive any and all challenges she faces, and to protect her flock as she leads them to prosperity.

Ideals
Miss Hen is a loyal member of her flock and considers herself its leader. Of course her flock includes only herself and her patron at the moment, but should any other members join, Miss Hen has bound herself to the sustainment, survival, and prosperity of the flock.

Bonds
Miss Hen cares not for others unless they are of some significance to her, i.e apart of her flock. Even if someone has been deemed useful, Miss Hen is always ready and willing to drop them should the situation arrive.

Miss Hen's other flaws include; a disregard for the law, a disregard for gods, a disregard for morals, and a tendency to be a little bitchy.

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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Level 0 Spells

PHB

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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

PHB

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Concentration, 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Level 2 Spells

LLoK

Flock of Familiars

2-level Conjuration

Casting Time: 1 minute
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 hour
You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
  Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
  When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Level 4 Spells

XGtE

Summon Greater Demon

4-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, 1 hour
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
  Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
  At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.
  As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

Level 8 Spells

PHB

Feeblemind

8-level Enchantment

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: a handful of clay, crystal, glass, or mineral spheres
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
  On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
  At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
  The spell can also be ended by greater restoration, heal, or wish.

Level 9 Spells

XGtE

Psychic Scream

9-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: S
Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
  Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
  A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

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