5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Eldritch Blast | +5 | 1d10 force | %3% | |
Dagger | +6 | 1d4 piercing | %3% |
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Warlock
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 Illusioncantrip illusion
Casting Time: 1 action
Range: 30 feet
Components: S M (A bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
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.
HexEnchantment
Casting time: 1 Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
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 levelWhen 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.
Thunderwave1st level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Warlock
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
cantrip illusion
Casting Time: 1 action
Range: 30 feet
Components: S M (A bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
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.
Hex
Enchantment
Casting time: 1 Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
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 level
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.
Thunderwave
1st level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tabaxi
• Darkvision. You have a cat's keen senses, especially in the dark. 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.
• Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
• Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
• Cat's Talent. You have proficiency in the Perception and Stealth skills.
• Languages. You can speak, read, and write Common and one other language of your choice.
Warlock
You have made a pact with one of the rarestkinds of genie, a noble genie. Such entities are
rulers of vast fiefs on the Elemental Planes and
have great influence over lesser genies and
elemental creatures. Noble genies are varied in
their motivations but are all arrogant and wield
power that rivals that of lesser deities. They
delight in turning the table on mortals who so
love to bind genies into servitude, readily
entering into pacts that expand their reach
across the multiverse.
You choose your patron’s kind or determine it
randomly, using the Genie Kind table. Each kind
of genie is associated with a particular element,
as shown in the table.
Your patron gifts you a magical vessel thatgrants you a measure of the genie’s power. The
vessel is a Tiny object, and you can use it as a
spellcasting focus for your warlock spells. You
decide what the object is, or you can determine
what it is randomly by rolling on the Genie’s
Vessel table.
Genie’s Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern
While you are touching the vessel, you can use
it in the following ways:
Bottled Respite. As an action, you can magically
vanish and enter your vessel, which remains in
the space you left. The interior of the vessel is
an extradimensional space in the shape of a
20-foot-radius cylinder, 20 feet high, and
resembles your vessel. The interior is
comfortably appointed with cushions and low
tables and is a comfortable temperature. While
inside, you can hear the area around your
vessel as if you were in its space. You can
remain inside the vessel up to a number of
hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is
destroyed. When you exit the vessel, you
appear in the unoccupied space closest to it.
Any objects left in the vessel remain there until
carried out, and if the vessel is destroyed,
every object stored there harmlessly appears
in the unoccupied spaces closest to the vessel’s
former space. Once you enter the vessel, you
can’t enter again until you finish a long rest.
Genie’s Wrath. Once during each of your turns
when you hit with an attack roll, you can deal
extra damage to the target equal to your
proficiency bonus. The type of this damage is
determined by your patron: bludgeoning
(dao), thunder (djinni), fire (efreeti), or cold
(marid).
The vessel’s AC equals your spell save DC. Its
hit points equal your warlock level plus your
proficiency bonus, and it is immune to poison
and psychic damage.
If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still
exists. The vessel vanishes in a flare of elemental
power when you die.
Pact MagicYour arcane Research and the magic bestowed on you by your patron have given you facility with Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Warlock spell list.
Cantrips
You know two Cantrips of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
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.
For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st Level, you know two 1st-level Spells of your choice from the Warlock spell list.
You learn a new Warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd Level.
Additionally, when you gain a level in this class, you can choose one of the Warlock Spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
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 + Proficiency Bonus + Charisma modifierSpell Attack modifier = Proficiency bonus + Charisma modifier
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Warlock Spells.
Tabaxi
• Darkvision. You have a cat's keen senses, especially in the dark. 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.
• Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
• Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
• Cat's Talent. You have proficiency in the Perception and Stealth skills.
• Languages. You can speak, read, and write Common and one other language of your choice.
Warlock
You have made a pact with one of the rarest
kinds of genie, a noble genie. Such entities are
rulers of vast fiefs on the Elemental Planes and
have great influence over lesser genies and
elemental creatures. Noble genies are varied in
their motivations but are all arrogant and wield
power that rivals that of lesser deities. They
delight in turning the table on mortals who so
love to bind genies into servitude, readily
entering into pacts that expand their reach
across the multiverse.
You choose your patron’s kind or determine it
randomly, using the Genie Kind table. Each kind
of genie is associated with a particular element,
as shown in the table.
Your patron gifts you a magical vessel that
grants you a measure of the genie’s power. The
vessel is a Tiny object, and you can use it as a
spellcasting focus for your warlock spells. You
decide what the object is, or you can determine
what it is randomly by rolling on the Genie’s
Vessel table.
Genie’s Vessel
d6 Vessel
1 Oil lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern
While you are touching the vessel, you can use
it in the following ways:
Bottled Respite. As an action, you can magically
vanish and enter your vessel, which remains in
the space you left. The interior of the vessel is
an extradimensional space in the shape of a
20-foot-radius cylinder, 20 feet high, and
resembles your vessel. The interior is
comfortably appointed with cushions and low
tables and is a comfortable temperature. While
inside, you can hear the area around your
vessel as if you were in its space. You can
remain inside the vessel up to a number of
hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is
destroyed. When you exit the vessel, you
appear in the unoccupied space closest to it.
Any objects left in the vessel remain there until
carried out, and if the vessel is destroyed,
every object stored there harmlessly appears
in the unoccupied spaces closest to the vessel’s
former space. Once you enter the vessel, you
can’t enter again until you finish a long rest.
Genie’s Wrath. Once during each of your turns
when you hit with an attack roll, you can deal
extra damage to the target equal to your
proficiency bonus. The type of this damage is
determined by your patron: bludgeoning
(dao), thunder (djinni), fire (efreeti), or cold
(marid).
The vessel’s AC equals your spell save DC. Its
hit points equal your warlock level plus your
proficiency bonus, and it is immune to poison
and psychic damage.
If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still
exists. The vessel vanishes in a flare of elemental
power when you die.
Pact Magic
Your arcane Research and the magic bestowed on you by your patron have given you facility with Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Warlock spell list.
Cantrips
You know two Cantrips of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
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.
For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st Level, you know two 1st-level Spells of your choice from the Warlock spell list.
You learn a new Warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd Level.
Additionally, when you gain a level in this class, you can choose one of the Warlock Spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
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 + Proficiency Bonus + Charisma modifier
Spell Attack modifier = Proficiency bonus + Charisma modifier
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Warlock Spells.
Studded Leather Arm
Staff
Shawm
Burglar's Pack
A small knife,
a map of the city you grew up in,
a pet mouse,
a token to remember your parents by, a set of common clothes,
and a belt pouch containing 10 gp
Languages: Common, Primordial, Elvish
• I bluntly say what other people are hinting at or hiding.
Motivation: Your parents died, leaving no one to look after you. You raised yourself.
Class: Warlock
Origin: You stumbled into the clutches of your patron after you accidentally stepped through a magical doorway.
Events: 1
You suffered a tragedy. For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live.
Shout outs: Stacey, Mario Pizzamiglio, Eric Schreeck, Ben-Jam-in, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Pythor Sen, Bryson Waits, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!
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