Warlock [The Hexblade] (5) Gladiator
CLASS & LEVEL BACKGROUND PLAYER NAME
Kurobak
Half-Orc Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +3 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
Hit Point Maximum 44
-1 Strength
DEXTERITY
+3 Dexterity
+3 +2 Constitution
Intelligence
CURRENT HIT POINTS IDEALS
0
16 ● +4 Wisdom
● +6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
● +6 Acrobatics (Dex) SUCCESSES
14 +1 Animal Handling (Wis)
5x(1d8+2)
FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
0 ● +6 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Dagger +7 1d4+3 piercing Backpack
10 +1 Insight (Wis)
Breastplate
● +6 Intimidation (Cha) Battleaxe +7 1d8+4 slashing
Clothes, costume
WISDOM 0 Investigation (Int)
+1 Medicine (Wis)
Crowbar
+1 0 Nature (Int)
Hammer
Number of Attacks: 2 Leather
+1 Perception (Wis)
12 Piton x10
● +6 Performance (Cha)
+3 Persuasion (Cha)
Pouch
CHARISMA
● +3 Religion (Int)
Rations (1 day) x10
+3 +3 Sleight of Hand (Dex)
Rope, hempen
+3 Stealth (Dex)
Tinderbox
16
+1 Survival (Wis)
Torch x10
Waterskin
SKILLS ATTACKS & SPELLCASTING
11 PASSIVE WISDOM (PERCEPTION)
CP
SP
Tool Proficiencies: Disguise Kit
EP
Weapon Proficiencies: Martial;
Simple
GP 15
Armor Proficiencies: Light;
Medium; Shields PP
Language Proficiencies: Common;
Orc
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
Kurobak
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.
Warlock Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Blade Ward Counterspell
Booming Blade Thunder Step
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Armor of Agathys
Shield
4
SPELLS KNOWN
2
Branding Smite
Suggestion
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
-----------Other Traits------------
By Popular Demand. You can find a place to perform in any place that features combat for entertainment—perhaps a
gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable
standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance
makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take
a liking to you.
Eldritch Invocation: Eldritch Smite (Requires: 5th level, Pact of the Blade). Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the
spell slot, and you can knock the target prone if it is Huge or smaller.
Eldritch Invocation: Improved Pact Weapon (Requires: Pact of the Blade). You can use any weapon you summon with your
Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus
to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Invocation: Thirsting Blade. When using Attack action, attack with pact blade twice.
Equipment. You possess an inexpensive but unusual weapon, such as a trident or net (one of your choice), and the favor of an
admirer (a love letter, lock of hair, or trinket). Enter the weapon manually from the weapons menu. Enter the favor manually as
a custom item.
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.
Orcish Fury. Your fury burns tirelessly. You gain the following benefits:
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time
and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a
short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Pact Boon: Pact of the Blade. Summon a magical weapon.
Relentless Endurance. Drop to 1 hp instead of being reduced to 0.
Savage Attacks. On critical hit, add additional damage dice roll.
Heart of a True Warrior: When you are below 20% HP you can choose to get +5 on your next attack roll and roll all damage
dice twice and choose the higher results. All of the Damage changes to Lightning or Thunder (Your Choice). 1xperLR
Page 1
Blade Ward Booming Blade Prestidigitation
Warlock Cantrip Abjuration DC 14 Spell Mod +6 Warlock Cantrip Evocation DC 14 Spell Mod +6 Warlock Cantrip Transmutation DC 14 Spell Mod
+6
1 Action Self V,S 1 Rnd 1 Act. 5 ft V,M 1 Act. 10 ft V,S Up to 1 hr
A weapon
You extend your hand and trace a sigil of As part of the action used to cast this spell, you This spell is a minor magical trick that novice
warding in the air. Until the end of your next must make a melee attack with a weapon spellcasters use for practice. You create one of
turn, you have resistance against bludgeoning, against one creature within the spell's range, the following magical effects within range: •
piercing, and slashing damage dealt by otherwise the spell fails. On a hit, the target You create an instantaneous, harmless
weapon attacks. suffers the attack's normal effects, and it sensory effect, such as a shower of sparks, a
becomes sheathed in booming energy until the puff of wind, faint musical notes, or an odd
start of your next turn. If the target willingly odor. • You instantaneously light or snuff out a
moves before then, it immediately takes 1d8 candle, a torch, or a small campfire. • You
thunder damage, and the spell ends. This instantaneously clean or soil an object no
spell's damage increases when you reach larger than 1 cubic foot. • You chill, warm, or
higher levels. At 5th level, the melee attack flavor up to 1 cubic foot of nonliving material
deals an extra 1d8 thunder damage to the for 1 hour. • You make a color, a small mark, or
target, and the damage the target takes for a symbol appear on an object or a surface for 1
moving increases to 2d8. Both damage rolls hour. • You create a nonmagical trinket or an
increase by 1d8 at 11th level and 17th level. illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
Armor of Agathys Shield Branding Smite
Warlock Level 1 Abjuration DC 14 Spell Mod +6 Warlock Level 1 Abjuration DC 14 Spell Mod +6 Warlock Level 2 Evocation DC 14 Spell Mod +6
1 Act. Self V,S,M 1 hr 1 reAct. Self V,S 1 Rnd 1 B.A. Self V Conc, 1 min
A cup of water
A protective magical force surrounds you, An invisible barrier of magical force appears The next time you hit a creature with a
manifesting as a spectral frost that covers you and protects you. Until the start of your next weapon attack before this spell ends, the
and your gear. You gain 5 temporary hit points turn, you have a +5 bonus to AC, including weapon gleams with astral radiance as you
for the duration. If a creature hits you with a against the triggering attack, and you take no strike. The attack deals an extra 2d6 radiant
melee attack while you have these hit points, damage from magic missile. damage to the target, which becomes visible if
the creature takes 5 cold damage. At Higher it's invisible, and the target sheds dim light in
Levels. When you cast this spell using a spell a 5-foot radius and can't become invisible until
slot of 2nd level or higher, both the temporary the spell ends. At Higher Levels: When you
hit points and the cold damage increase by 5 cast this spell using a spell slot of 3rd level or
for each slot level above 1st. higher, the extra damage increases by 1d6 for
each slot level above 2nd.
Suggestion Counterspell Thunder Step
Warlock Level 2 Enchantment DC 14 Spell Mod +6 Warlock Level 3 Abjuration DC 14 Spell Mod +6 Warlock Level 3 Conjuration DC 14 Spell Mod +6
1 Act. 30 ft V,M Conc, 8 hrs 1 reAct. 60 ft S Inst 1 Act. 90 ft V Inst
A snake's tongue and either a bit of honeycomb or a
drop of sweet oil
You suggest a course of activity (limited to a You attempt to interrupt a creature in the You teleport yourself to an unoccupied space
sentence or two) and magically influence a process of casting a spell. If the creature is you can see within range. Immediately after
creature you can see within range that can casting a spell of 3rd level or lower, its spell you disappear, a thunderous boom sounds,
hear and understand you. Creatures that can't fails and has no effect. If it is casting a spell of and each creature within 10 feet of the space
be charmed are immune to this effect. The 4th level or higher, make an ability check you left must make a Constitution saving
suggestion must be worded in such a manner using your spellcasting ability. The DC equals throw, taking 3d10 thunder damage on a failed
as to make the course of action sound 10 + the spell's level. On a success, the save, or half as much damage on a successful
reasonable. Asking the creature to stab itself, creature's spell fails and has no effect. At one. The thunder can be heard from up to 300
throw itself onto a spear, immolate itself, or Higher Levels: When you cast this spell using a feet away. You can bring along objects as long
do some other obviously harmful act ends the spell slot of 4th level or higher, the as their weight doesn't exceed what you can
spell. The target must make a Wisdom saving interrupted spell has no effect if its level is less carry. You can also teleport one willing
throw. On a failed save, it pursues the course than or equal to the level of the spell slot you creature of your size or smaller who is
of action you described to the best of its used. carrying gear up to its carrying capacity. The
ability. The suggested course of action can creature must be within 5 feet of you when you
continue for the entire duration. If the cast this spell, and there must be an
suggested activity can be completed in a unoccupied space within 5 feet of your
shorter time, the spell ends when the subject destination space for the creature to appear in;
finishes what it was asked to do. You can also otherwise, the creature is left behind. At
specify conditions that will trigger a special Higher Levels. When you cast this spell using a
Page 1 (reverse)
Prestidigitation (reverse)
such an effect as an action.
Thunder Step (reverse) Suggestion (reverse)
spell slot of 4th level or higher, the damage activity during the duration. For example, you
increases by 1d10 for each slot level above 3rd. 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.