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Glain "June" Neidr

5 Level (0/14000 XP for level-up) Feylost Background Yuan-ti Race / Species / Heritage Alignment
Warlock
Level 5
Hit Dice: 3/5
1d8+2 Class 1

STR
15
+2
DEX
10
+0
CON
15
+2
INT
13
+1
WIS
14
+2
CHA
18
+4
38
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+7 Deception CHA
+1 History INT
+2 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sickle +5 STR 1d4+4+2 Slashing
 light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Poison Spray +7
Eldritch Blast +7
Minor Illusion +7
Friends
Eldritchs Invocations:
Agonizing Blast (+cha modifier to dmg)
Eldritch Sight (detect magic at will)
Eldritch Smite (+1d8 force damage per spell slot lvl used)
Pact of the Blade

Otherworldly Patron feature:
Fey Presence (each creature within a 10 foot cube from caster makes a wisdom throw and, if they fail, are charmed/frightened)

Feats:
Actor (+1 to charisma; advantage on Deception + Performance when trying to pass as a different person; can mimic speech/sound after 1 minute of listening to a creature)

Feywild Connection [Background] (Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.)

IOUs:
Owes 1 appendix to a Brigganock merchant

Features & Traits
clothes, scholar's pack (- sand), leather armor, shortbow, sickle (+4 to attack), deer meat x3, goat meat, yuan-ti liver, Red corundum elemental gem, headband of intelligence (puts int score at 19), smooth cannon ball, nilbog appendix

trinkets: dead sprite, rabbit's foot, diary in an unknown language

pan flute

hag's stone from patron

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 137, Platinum: 0 Money
2/2
Spellcasting
Common, Elvish, Sylvan, whatever the yuan-ti language is called

pan flute

light armor, simple weapons

Languages & Proficiencies


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.


Class Features

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.  

Pact Boon

At 3rd level you choose which pact boon you'll use:
  1. Pact of the Chain: You get a familiar
  2. Pact of the Blade: You get a bonded magical weapon
  3. Pact of the Tome: You get a Book of Shadows (spell book)


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Subclass Options

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.  

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.  

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.  

The Hexblade

[Xan] You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. You gain proficiency with medium armor, shields, and martial weapons.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Yuan-Ti

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
ability score increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
age: Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
alignment: Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common , Abyssal and Beastspeech (Reptilia).
race features:

Size

You are Medium or Small. You choose the size when you select this race.

Darkvision

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 discern colors in that darkness only as shades of gray.

Magic Resistance

You have advantage on saving throws against spells.

Poison Resilience

You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Serpentine Spellcasting

You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

Player's Handbook 5E (WoC)

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
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

Player's Handbook 5E (WoC)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: Somatic, Material
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 5ft cube. The image cannot 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.
At higher levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB, page 244

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: A small amount of makeup applied to the face as this spell is cast
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM's discretion), depending on the nature of your interaction with it.
At higher levels: At 5th Level. The creature realizes that you used magic to influence its mood but may not turn hostile toward you based on its disposition. A creature prone to violence might still attack you or seek retribution in other ways.
At 11th Level. You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend".
At 17th Level. This spell does not require concentration when you cast it. The creature realizes you have used magic on it 1 minute after the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 24 hours
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: S, M
Materials: tbd
Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate w hen you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S, M
Materials: A bit of string and of wood
Duration: 1 Hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
  Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft and interact with an object. The servant can perform simple things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the tasks to the best of its ability until it completes the task, then waits for your next command.
  If you command the servant to perform a task that would move it more than 60 ft away from you, the spell ends.
Available for: Bard, Warlock, Wizard

Comprehend Languages

1-level Divination

Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell does not decode secret messages in a text or a glyph, such as an arcane signal, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VM
Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
Duration: up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

SCC

Borrowed Knowledge

2-level Divination

Range/Area: Self
Components: V, S, M
Materials: a book worth at least 25 gp
Duration: 1 hour
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Available for: Bard, Cleric, Warlock, Wizard

Basic Rules , pg. 221

Calm Emotions

2-level Enchantment

Casting Time 1 action
Range 60 ft
Duration 1 minute
Components V, S

Damage Type: Charmed   Saving Throw: Charisma   Description: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Class(es): Bard, Cleric, Sorcerer

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