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Stuart Littlefoot

3 Level (0/2700 XP for level-up) Noble Background Gnome Race / Species / Heritage CN Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
13
+1
DEX
14
+2
CON
13
+1
INT
8
-1
WIS
7
-2
CHA
16
+3
26
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+1 Constitution
-1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
-2 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+5 Deception CHA
+1 History INT
-2 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
-2 Medicine WIS
-1 Nature INT
-2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +5 CHA 1d8 bludge
Eldritch Blast +3 CHA 1d10 force
 Range 120
Hellish Rebuke +3 CHA 2d10 Fire
 Range: 60 feet
Attacks

Spell Book

Superior Darkvision
Stone Camouflage

Features & Traits
a dungeoneer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
common + gnome + deep speech

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

[block: Pact of the Blade     Agonizing Blast When you cast Eldritch Blast]
[block: add your Charisma modifier to the damage it deals on a hit.       Eldritch armor ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Gnome Features Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate as humans]
[block: but it's not too uncommon for them to reach 500 years of age. Alignment. Gnomes are generally Good. Those who tend towards Law are sages]
[block: and even the tricksters amongst them favor harmless pranks over vicious schemes. Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground]
[block: only shades of gray. Gnome Cunning. You have advantage on all Intelligence]
[block: and Charisma saves against magic. Languages. You can read]
[block: and write Common and Gnomish. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237

Eldritch Blast

0-level (Cantrip) Evocation

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

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.

Class(es): Warlock

Level 1 Spells

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

Level 2 Spells

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M *

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: 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.

Class(es): Magic Ablity

Level 3 Spells

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Sorcerer

Level 4 Spells

Player's Handbook , pg. 215

Arms of Hadar

1-level Conjuration

Casting Time 1 action
Range Self (10 ft)
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Saving Throw: Strength   Description: You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.      

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer

Level 5 Spells

Player's Handbook

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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

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Mr Palp.

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