Warlock [The Hexblade] (1) Hermit
CLASS & LEVEL BACKGROUND PLAYER NAME
Ravil Aasimar/Scourge Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
13 +2 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
Hit Point Maximum 11
-1 Strength
DEXTERITY
+2 Dexterity
+2 +3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
14 ●
+2 Wisdom
●
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 +2 Acrobatics (Dex) SUCCESSES
16 0 Animal Handling (Wis)
1x(1d8+3)
FAILURES
●
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1
-1 ●
+5 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 0 Insight (Wis)
Dagger +4 1d4+2 piercing
Backpack
WISDOM
+3 Intimidation (Cha)
-1 Investigation (Int)
Javelin +1 1d6-1 piercing
Blanket
+2 Medicine (Wis) Case, map or
0
●
-1
0
Nature (Int)
Perception (Wis) Number of scroll
10
+3 Performance (Cha)
Attacks: 1 Clothes, common
CHARISMA
+3 Persuasion (Cha)
+1 Religion (Int)
Crowbar
Crystal
●
+3 +2 Sleight of Hand (Dex)
17
+2 Stealth (Dex)
Survival (Wis)
Hammer
0
SKILLS ATTACKS & SPELLCASTING
Herbalism Kit
Leather
10 PASSIVE WISDOM (PERCEPTION)
CP Piton x10
SP
Rations (1 day)
Tool Proficiencies: Herbalism Kit
x10
Weapon Proficiencies: Martial;
Simple
EP
Rope, hempen
Armor Proficiencies: Light;
GP
5 Tinderbox
Medium; Shields
PP
Torch x10
Language Proficiencies: Waterskin
Celestial; Common; Draconic
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Ravil
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Warlock Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Booming Blade
Light
True Strike
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 7
EPAR
SPELL NAME
ED
PR
Armor of Agathys
Hex
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Damage Resistances: necrotic, radiant
-----------Other Traits------------
Discovery. The quiet seclusion of your extended hermitage gave you access to a unique and
powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It
might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the
forces of nature. It could be a site that no one else has ever seen. You might have uncovered a
fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It
might be information that would be damaging to the people who or consigned you to exile, and
hence the reason for your return to society. Work with your DM to determine the details of your
discovery and its impact on the campaign.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit
points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Hex Warrior. At 1st level, you acquire the training necessary to effectively arm yourself for battle.
You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular
weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with
and that lacks the two-handed property. When you attack with that weapon, you can use your
Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this
benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Hexblade’s Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone.
As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for
1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse
ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency
bonus.
- Any attack roll 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 hit points equal to your warlock level + your Charisma
modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy
within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and
threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed
bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your
turns, you and each creature within 10 feet of you take radiant damage equal to half your level
(rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one
target when you deal damage to it with an attack or a spell. The extra radiant damage equals your
level.
Once you use this trait, you can't use it again until you finish a long rest.
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Light Booming Blade True Strike
Aasimar Cantrip Evocation DC 13 Spell Mod +5 Warlock Cantrip Evocation DC 13 Spell Mod +5 Warlock Cantrip Divination DC 13 Spell Mod +5
1 Act. Touch V,M 1 hr 1 Act. 5 ft V,M 1 Act. 30 ft S Conc, 1 Rnd
A firefly or phosphorescent moss A weapon
You touch one object that is no larger than 10 As part of the action used to cast this spell, you You extend your hand and point a finger at a
feet in any dimension. Until the spell ends, the must make a melee attack with a weapon target in range. Your magic grants you a brief
object sheds bright light in a 20-foot radius against one creature within the spell's range, insight into the target's defenses. On your next
and dim light for an additional 20 feet. The otherwise the spell fails. On a hit, the target turn, you gain advantage on your first attack
light can be colored as you like. Completely suffers the attack's normal effects, and it roll against the target, provided that this spell
covering the object with something opaque becomes sheathed in booming energy until the hasn't ended.
blocks the light. The spell ends if you cast it start of your next turn. If the target willingly
again or dismiss it as an action. If you target moves before then, it immediately takes 1d8
an object held or worn by a hostile creature, thunder damage, and the spell ends. This
that creature must succeed on a Dexterity spell's damage increases when you reach
saving throw to avoid the spell. higher levels. At 5th level, the melee attack
deals an extra 1d8 thunder damage to the
target, and the damage the target takes for
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Armor of Agathys Hex
Warlock Level 1 Abjuration DC 13 Spell Mod +5 Warlock Level 1 Enchantment DC 13 Spell Mod +5
1 Act. Self V,S,M 1 hr 1 B.A. 90 ft V,S,M Conc, 1 hr
A cup of water The petrified eye of a newt
A protective magical force surrounds you, You place a curse on a creature that you can
manifesting as a spectral frost that covers you see within range. Until the spell ends, you deal
and your gear. You gain 5 temporary hit points an extra 1d6 necrotic damage to the target
for the duration. If a creature hits you with a whenever you hit it with an attack. Also,
melee attack while you have these hit points, choose one ability when you cast the spell. The
the creature takes 5 cold damage. At Higher target has disadvantage on ability checks
Levels. When you cast this spell using a spell made with the chosen ability. If the target
slot of 2nd level or higher, both the temporary drops to 0 hit points before this spell ends, you
hit points and the cold damage increase by 5 can use a bonus action on a turn of yours to
for each slot level above 1st. 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.
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