Level 5 Aasimar Warlock Character Sheet
Level 5 Aasimar Warlock Character Sheet
STEALTH DISADVANTAGE
                                                                                ARMOR                                                                                Darkvision. You can see in dim light within 60 feet of you
   STRENGTH                                                                      Studded Leather                                                        14           as if it were bright light, and in darkness as if it were dim
                                                                                                                                                                     light.
                          PROFICIENCY BONUS                         +3
       8
                                                                                SHIELD
                                                                                                                                                           AC        Great Weapon Master. On your turn, when you score a
                                                                                                                                                                     critical hit with a melee weapon or reduce a creature to 0
                               N
                            CIE C                                                                                                                                    hit points with one, you can make one melee weapon
                                             -1 Strength
                                    Y
                        PROFI
     14
                                                                                                                                                                       Eldritch Smite (1/Turn). When you hit a creature with
                                ✘            +3 Wisdom
                                                                                    26                               5d8                                             your pact weapon, you can expend a warlock spell slot to
                                ✘            +7 Charisma                                                                                                             deal an extra 1d8 force damage to the target, plus another
                         CONDITIONAL
                                                                                                                                                                     1d8 per level of the spell slot, and you can knock the
                                                                                                                                                                     target prone if it is Huge or smaller.
       +2                                                                                                                                                              Maddening Hex (Bonus Action). You cause a psychic
                                                                                                                                                                     disturbance around the target cursed by you. When you
                                                                                                      CURRENT HIT POINTS                                             do so, you deal 4 psychic damage to the cursed target and
 CONSTITUTION                                                                                                   DEATH SAVING THROWS                                  each creature of your choice that you can see within 5 feet
                                               SAVING THROWS                                                                                                         of it. To use this invocation, you must be able to see the
     12                                                                         SPEED              FLY                     CLIMB                    SWIM             cursed target, and it must be within 30 feet of you.
                               N
                            CIE C
                                                                                                                                                                       Thirsting Blade. You can attack with your pact weapon
                                             +2 Acrobatics (Dex)                   30ft.                 0ft.                     0ft.                 0ft.
                                    Y
                        PROFI
EXPE
       8                                     -1 History (Int)                                                                                                        minute or more. It also disappears if you use this feature
                                                                                                                                                                     again, if you dismiss the weapon (no action required), or if
                                ✘            +3 Insight (Wis)                                                                                                        you die.You can transform one magic weapon into your
                                                                                                                                                                     pact weapon by performing a special ritual while you hold
                                             +4 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                          the weapon. You perform the ritual over the course of 1
       -1                       ✘            +2 Investigation (Int)                                                                                                  hour, which can be done during a short rest. You can then
                                                                                                                                                                     dismiss the weapon, shunting it into an extradimensional
                                             +0 Medicine (Wis)                  Celestial Resistance. You have resistance to necrotic                                space, and it appears whenever you create your pact
                                                                                damage and radiant damage.                                                           weapon thereafter. You can’t affect an artifact or a
    WISDOM                                   -1 Nature (Int)                                                                                                         sentient weapon in this way. The weapon ceases being
     10                         ✘            +3 Perception (Wis)                Healing Hands (Action—1/Long Rest). You can                                          your pact weapon if you die, if you perform the 1-hour
                                                                                touch a creature and cause it to regain 5 hit points.                                ritual on a different weapon, or if you use a 1-hour ritual
                                             +4 Performance (Cha)                                                                                                    to break your bond to it. The weapon appears at your feet
                                                                                Light Bearer. You know the light cantrip.                                            if it is in the extradimensional space when the bond
                                             +4 Persuasion (Cha)                                                                                                     breaks.
       +0                                    -1 Religion (Int)
                                                                                (Spellcasting: Charisma)
                                                                                                                                                                     Hexblade’s Curse (Bonus Action—1/Short Rest). Choose
                                                                                Radiant Consumption (1/Long Rest). Your                                              one creature you can see within 30ft. The target is cursed
                                             +2 Sleight of Hand (Dex)
                                                                                transformation lasts for 1 minute or until you end it                                for 1 minute or until target dies, you die, or you are
   CHARISMA                                  +2 Stealth (Dex)                   as a bonus action. During it, you shed bright light in                               incapacitated. Until the curse ends, you gain a +3 bonus to
                                                                                a 10-foot radius and dim light for an additional 10                                  damage rolls against the cursed target and any attack roll
     18                                      +0 Survival (Wis)
                                                    SKILLS
                                                                                feet, and at the end of each of your turns, you and
                                                                                each creature within 10 feet of you take 3 radiant
                                                                                                                                                                     you make against the cursed target is a critical hit on a roll
                                                                                                                                                                     of 19 or 20 on the d20. If the cursed target dies, you regain
                                                                                damage. In addition, once on each of your turns,                                     9HP.
                                                                                you can deal 5 extra radiant damage to one target
       +4                 13                     PASSIVE PERCEPTION
                                                                                when you deal damage to it with an attack or a                                       Hex Warrior. Whenever you finish a long rest, you can
                                                                                spell.                                                                               touch one weapon that you are proficient with and that
                                                                                                                                                                     lacks the two-handed property. When you attack with that
       ADVANTAGE
                                                                                                                                                                     weapon, you can use +7 for the attack and +4 damage.
NAME
                                                                                                                                                                           SYMBOL
               CHARACTER PORTRAIT                                                           ALLIES & ORGANIZATIONS
                                                                      You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe
                                                                      that very law has failed you and you seek to make things right. You could have witnessed something remarkable or
                                                                      terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets
                                                                      for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies,
                                                                      you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden
                                                                      in the shadows.
PERSONALITY TRAITS
IDEAL
BOND
                  Official Inquiry
You’re experienced at gaining access to people and
places to get the information you need. Through a
combination of fast-talking, determination, and
official-looking documentation, you can gain access
to a place or an individual related to a crime you’re
investigating. Those who aren’t involved in your
investigation avoid impeding you or pass along your
requests. Additionally, local law enforcement has
firm opinions about you, viewing you as either a
nuisance or one of their own.
BACKGROUND FEATURE
                       TRINKET
                                                                                                                                      ADDITIONAL FEATURES
                                                        This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                            #    lb     MAGIC ITEMS                                                    #    lb
[Studded Leather]                            1   13
[Greatsword]                                 1   6
0 0 0 0 0
19 lb / 120 lb 240 lb
                         #1                                                               #2
STORED ITEM                                 #    lb.    STORED ITEM                                                    #    lb.
                                           This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                    Charisma                  +7                         15              N/A
A beam of crackling energy streaks toward a creature within range.        You brandish the weapon used in the spell’s casting and make a              You touch one object that is no larger than 10 feet in any dimension.
Make a ranged spell attack against the target. On a hit, the target       melee attack with it against one creature within 5 feet of you. On a        Until the spell ends, the object sheds bright light in a 20-foot radius
takes 1d10 force damage.                                                  hit, the target suffers the weapon attack’s normal effects, and you         and dim light for an additional 20 feet. The light can be colored as
  The spell creates more than one beam when you reach higher              can cause green fire to leap from the target to a different creature of     you like. Completely covering the object with something opaque
levels: two beams at 5th level, three beams at 11th level, and four       your choice that you can see within 5 feet of it. The second creature       blocks the light. The spell ends if you cast it again or dismiss it as an
beams at 17th level. you can direct the beams at the same target or       takes fire damage equal to your spellcasting ability modifier.              action.
at different ones. Make a separate attack roll for each beam.               This spell’s damage increases when you reach certain levels. At 5th         If you target an object held or worn by a hostile creature, that
                                                                          level, the melee attack deals an extra 1d8 fire damage to the target        creature must succeed on a Dexterity saving throw to avoid the spell.
                                                                          on a hit, and the fire damage to the second creature increases to 1d8
                                                                          + your spellcasting ability modifier. Both damage rolls increase by 1d8
                                                                          at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Tasha’s Cauldron of Everything Light Bearer (Aasimar) Player’s Handbook
  CASTING TIME      1 action                                                CASTING TIME      1 bonus action                                            CASTING TIME       1 reaction, which you take when you are hit by an attack or targeted
                                                                                                                                                                           by the magic missile spell
      RANGE         60 feet                                                     RANGE         90 feet                                                       RANGE          Self
    DURATION        Instantaneous                                             DURATION        Concentration, up to 1 hour                                 DURATION         1 round
  COMPONENTS        V, S                                                    COMPONENTS        V, S, M (the petrified eye of a newt)                     COMPONENTS         V, S
You point at one creature you can see within range, and the sound of      You place a curse on a creature that you can see within range. Until        An invisible barrier of magical force appears and protects you. Until
a dolorous bell fills the air around it for a moment. The target must     the spell ends, you deal an extra 1d6 necrotic damage to the target         the start of your next turn, you have a +5 bonus to AC, including
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If          whenever you hit it with an attack. Also, choose one ability when you       against the triggering attack, and you take no damage from magic
the target is missing any of its hit points, it instead takes 1d12        cast the spell. The target has disadvantage on ability checks made          missile.
necrotic damage.                                                          with the chosen ability.
  The spell’s damage increases by one die when you reach 5th level          If the target drops to 0 hit points before this spell ends, you can use
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).    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 Levels. 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.
Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
  CASTING TIME      1 bonus action                                          CASTING TIME      1 action                                                  CASTING TIME       1 bonus action
      RANGE         Self                                                        RANGE         Touch                                                         RANGE          Self
    DURATION        Concentration, up to 1 minute                             DURATION        Concentration, up to 1 hour                                 DURATION         Instantaneous
  COMPONENTS        V                                                       COMPONENTS        V, S, M (an eyelash encased in gum arabic)                COMPONENTS         V
The next time you hit with a melee weapon attack during this spell’s      A creature you touch becomes invisible until the spell ends. Anything       Briefly surrounded by silvery mist, you teleport up to 30 feet to an
duration, your attack deals an extra 1d6 psychic damage.                  the target is wearing or carrying is invisible as long as it is on the      unoccupied space that you can see.
Additionally, if the target is a creature, it must make a Wisdom saving   target’s person. The spell ends for a target that attacks or casts a
throw or be frightened of you until the spell ends. As an action, the     spell.
creature can make a Wisdom check against your spell save DC to              At Higher Levels. When you cast this spell using a spell slot of 3rd
steel its resolve and end this spell.                                     level or higher, you can target one additional creature for each slot
                                                                          level above 2nd.
Pact Magic (Warlock)                                 Player’s Handbook    Pact Magic (Warlock)                                  Player’s Handbook     Pact Magic (Warlock)                                            Player’s Handbook
                           Counterspell
                            3rd-level abjuration
  CASTING TIME       1 reaction, which you take when you see a creature within 60 feet of
                     you casting a spell
      RANGE          60 feet
    DURATION         Instantaneous
  COMPONENTS         S