Level 5 Feral Tiefling Warlock Sheet
Level 5 Feral Tiefling Warlock Sheet
STEALTH DISADVANTAGE
15 ✘
                                 ✘
                                              +5 Wisdom
                                              +7 Charisma
                                                                                     28                            5d8                                             Pact of the Chain. You learn the find familiar spell
                                                                                                                                                                   and can cast it as a ritual.Additionally, when you
                          CONDITIONAL
                                                                                                                                                                   take the Attack action, you can forgo one of your
                                                                                                                                                                   own attacks to allow your familiar to make one
        +2                                                                                                                                                         attack with its reaction.
                                                                                                       CURRENT HIT POINTS                                          Blessing of the Phoenix. Whenever you deal
 CONSTITUTION                                                                                                 DEATH SAVING THROWS
                                                                                                                                                                   damage with a warlock cantrip or your Pact Boon,
                                                SAVING THROWS
                                                                                                                                                                   you can choose to change the cantrip’s damage
        10                      N
                             CIE C
                                              +2 Acrobatics (Dex)
                                                                                 SPEED
                                                                                    30ft.
                                                                                                    FLY
                                                                                                          30ft.
                                                                                                                         CLIMB
                                                                                                                                0ft.
                                                                                                                                                  SWIM
                                                                                                                                                     0ft.
                                                                                                                                                                   type to fire damage.
                                     Y
                         PROFI
RT
EXPE
                                                                                 VISION                                  INSPIRATION              EXHAUSTION       Infused Flames. Whenever you deal fire damage to
                                              +2 Animal Handling (Wis)
                                                                                                                                                                   a creature, that creature becomes charred until the
        +0                                    +2 Arcana (Int)                              Darkvision                                                              end of your next turn. A charred creature receives
                                                                                  Resistances. Fire                                                                half as many hit points from any healing, and if a
                                              -1 Athletics (Str)
                                                                                                                                                                   charred creature within 60 feet of you dies, you can
 INTELLIGENCE                                 +4 Deception (Cha)                                                                                                   use your reaction to form the burning embers rising
                                                                                                                                                                   from its body into the fiery image of a phoenix. This
        15                       ✘
                                              +2 History (Int)
                                              +5 Insight (Wis)
                                                                                                                                                                   phoenix rushes towards another creature of your
                                                                                                                                                                   choice that you can see within 60 feet of you. Make
                                                                                                                                                                   a melee spell attack roll against the target using
                                 ✘            +7 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                       your warlock spell attack modifier. On a hit, the
        +2                       ✘            +5 Investigation (Int)                                                                                               target takes fire damage equal to 1d4 + 2. On a
                                                                                 Hellish Resistance. You have resistance to fire                                   critical hit, you add 5 rather than 2.
                                              +2 Medicine (Wis)
    WISDOM
                                                                                 damage.
                                              +2 Nature (Int)
        18                                    +2 Survival (Wis)
                                                     SKILLS
+4 12 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
                                                                                                                                                                            SYMBOL
               CHARACTER PORTRAIT                                                            ALLIES & ORGANIZATIONS
                                                                       Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
                                                                       factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
                                                                       organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
I am tolerant (or intolerant) of other faiths and                      (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
respect (or condemn) the worship of other gods.                        minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
I quote (or misquote) sacred texts and proverbs in                     organization, but who serve as its hands, head, and heart.
almost every situation.
                                                                       As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
                                                                       Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
                 PERSONALITY TRAITS
                                                                       mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
                                                                       (though you can choose to do so), and it might enhance your status in the faction.
Tradition. The ancient traditions of worship and
sacrifice must be preserved and upheld. (Lawful)
IDEAL
BOND
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
Backpack                                       1   5
Amulet                                         1   1
Case, Crossbow Bolt                            1   1
Crossbow Bolt                                 20   1
Crossbow, Light                                1   5
Crowbar                                        1   5
Dagger                                         2   2
Hammer                                         1   3
[Leather]                                      1   10
Piton                                         10 2.5
Rations (1 day)                               10 20
[Sling]                                        1   —
Tinderbox                                      1   1
Torch                                         10 10
Waterskin                                      1   5
0 0 0 0 0
                           #1                                                               #2
STORED ITEM                                   #    lb.    STORED ITEM                                                    #    lb.
                                             This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                  Imp                                                                                  Pact of the Chain
                                           MAXIMUM                           HIT DICE          TEMPORARY   Shapechanger. The imp can use its action to polymorph
                                                10                                                         into a beast form that resembles a rat (speed 20 ft.), a
                                                                                                           raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
                                                                                                           back into its true form. Its statistics are the same in each
                                                                                                           form, except for the speed changes noted. Any equipment
                                                                                                           it is wearing or carrying isn't transformed. It reverts to its
                                                                                                           true form if it dies.
                                                                  CURRENT HIT POINTS
                                                                         DEATH SAVING THROWS
                                                                                                           Devil's Sight. Magical darkness doesn't impede the imp's
                                                                                                           darkvision.
                                           PROFICIENCY          INITIATIVE                                 Magic Resistance. The imp has advantage on saving throws
                                                 2                  +3                            13       against spells and other magical effects.
   11            12            14
    +0            +1            +2
                                                                  CREATURE STATISTICS                                           TRAITS & ACTIONS
                                                                      Charisma                  +7                            15                      N/A
3RD LEVEL                                      Animate Dead (Undying Servitude)                               Bestow Curse (Sign of Ill Omen)
                            Chill Touch                                                                 Magic Stone                                                                      Toll the Dead
                           Necromancy Cantrip                                                           Transmutation Cantrip                                                            Necromancy Cantrip
  CASTING TIME      1 action                                                  CASTING TIME       1 bonus action                                              CASTING TIME         1 action
      RANGE         120 feet                                                      RANGE          Touch                                                           RANGE            60 feet
    DURATION        1 round                                                     DURATION         1 minute                                                      DURATION           Instantaneous
  COMPONENTS        V, S                                                      COMPONENTS         V, S                                                        COMPONENTS           V, S
You create a ghostly, skeletal hand in the space of a creature within       You touch one to three pebbles and imbue them with magic. You or              You point at one creature you can see within range, and the sound of
range. Make a ranged spell attack against the creature to assail it         someone else can make a ranged spell attack with one of the pebbles           a dolorous bell fills the air around it for a moment. The target must
with the chill of the grave. On a hit, the target takes 1d8 necrotic        by throwing it or hurling it with a sling. If thrown, it has a range of 60    succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
damage, and it can’t regain hit points until the start of your next turn.   feet. If someone else attacks with the pebble, that attacker adds your        the target is missing any of its hit points, it instead takes 1d12
Until then, the hand clings to the target.                                  spellcasting ability modifier, not the attacker’s, to the attack roll. On     necrotic damage.
  If you hit an undead target, it also has disadvantage on attack rolls     a hit, the target takes bludgeoning damage equal to 1d6 + your                  The spell’s damage increases by one die when you reach 5th level
against you until the end of your next turn.                                spellcasting ability modifier. Hit or miss, the spell then ends on the        (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
  This spell’s damage increases by 1d8 when you reach 5th level             stone.
(2d8), 11th level (3d8), and 17th level (4d8).                                If you cast this spell again, the spell ends early on any pebbles still
                                                                            affected by it.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Xanathar’s Guide to Everything
You awaken the sense of mortality in one creature you can see within        For the duration, you sense the presence of magic within 30 feet of           You gain the service of a familiar, a spirit that takes an animal form you choose:
range. A construct or an undead is immune to this effect. The target        you. If you sense magic in this way, you can use your action to see a         bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
                                                                                                                                                          (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
must succeed on a Wisdom saving throw or become frightened of               faint aura around any visible creature or object in the area that bears       space within range, the familiar has the statistics of the chosen form, though it is a
you until the spell ends. The frightened target can repeat the saving       magic, and you learn its school of magic, if any.                             celestial, fey or fiend (your choice) instead of a beast.
throw at the end of each of its turns, ending the effect on itself on a        The spell can penetrate most barriers, but is blocked by 1 foot of            Your familiar acts independently of you, but it always obeys your commands. In
success.                                                                    stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of             combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
  At Higher Levels. When you cast this spell using a spell slot of 2nd      wood or dirt.                                                                 but it can take other actions as normal.
level or higher, you can target one additional creature for each slot                                                                                        When the familiar drops to 0 hit points, it disappears, leaving behind no physical
                                                                                                                                                          form. It reappears after you cast this spell again. As an action, you can temporarily
level above 1st. The creatures must be within 30 feet of each other                                                                                       dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it
when you target them.                                                                                                                                     forever. As an action while it is temporarily dismissed, you can cause it to
                                                                                                                                                          reappear in any unoccupied space within 30 feet of you. Whenever the familiar
                                                                                                                                                          drops to 0 hit points or disappears into the pocket dimension, it leaves behind in
                                                                                                                                                          its space anything it was wearing or carrying.
                                                                                                                                                             While your familiar is within 100 feet of you, you can communicate with it
                                                                                                                                                          telepathically. Additionally, as an action, you can see through your familiar’s eyes
                                                                                                                                                          and hear what it hears until the start of your next turn, gaining the benefits of any
                                                                                                                                                          special senses that the familiar has. During this time, you are deaf and blind with
                                                                                                                                                          regard to your own senses.
                                                                                                                                                             You can’t have more than one familiar at a time. If you cast this spell while you
                                                                                                                                                          already have a familiar, you instead cause it to adopt a new form. Choose one of
                                                                                                                                                          the forms from the above list. Your familiar transforms into the chosen creature.
                                                                                                                                                             Finally, when you cast a spell with a range of touch, your familiar can deliver the
                                                                                                                                                          spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
                                                                                                                                                          must use its reaction to deliver the spell when you cast it. If the spell requires an
                                                                                                                                                          attack roll, you use your attack modifier for the roll.
Pact Magic (Warlock) Xanathar’s Guide to Everything Eldritch Sight (Warlock) Player’s Handbook Pact of the Chain (Warlock) Player’s Handbook
  CASTING TIME      1 bonus action                                            CASTING TIME       1 action                                                    CASTING TIME         1 action
      RANGE         90 feet                                                       RANGE          Self                                                            RANGE            60 feet
    DURATION        Concentration, up to 1 hour                                 DURATION         10 minutes                                                    DURATION           Concentration, up to 1 minute.
  COMPONENTS        V, S, M (the petrified eye of a newt)                     COMPONENTS         V, S                                                        COMPONENTS           V, S
You place a curse on a creature that you can see within range. Until        Ghostly starlight surrounds your body, casting bright light in a 10-foot      You conjure a chain of light connected to a point on a surface that
the spell ends, you deal an extra 1d6 necrotic damage to the target         radius and dim light for an additional 10 feet. The first time you take       you can see within range. When the chain is conjured, it attempts to
whenever you hit it with an attack. Also, choose one ability when you       damage after casting this spell, the starlight explodes outward and           bind itself to a creature within 30 feet of it. The target must make a
cast the spell. The target has disadvantage on ability checks made          the spell ends. Each creature within 10 feet of you must make a               Dexterity saving throw. On a failed save, the target takes 2d6 radiant
with the chosen ability.                                                    Dexterity saving throw, taking 2d10 radiant damage on a failed save,          damage and is bound by the chain until the start of your next turn.
  If the target drops to 0 hit points before this spell ends, you can use   or half as much damage on a successful one.                                   On a successful save, the target takes half as much damage and is not
a bonus action on a subsequent turn of yours to curse a new                   At Higher Levels. When you cast this spell using a spell slot of 2nd        bound. If the spell ends, the bind ends as well.
creature. A remove curse cast on the target ends this spell early.          level or higher, the damage increases by 1d10 for each slot level                A bound target’s speed is halved. At the start of your next turn, the
  At Higher Levels. When you cast this spell using a spell slot of 3rd      above 1st.                                                                    chain attempts to pull its target before it unbinds from it. The bound
or 4th level, you can maintain your concentration on the spell for up                                                                                     creature must succeed on a Strength saving throw or be pulled up to
to 8 hours. When you use a spell slot of 5th level or higher, you can                                                                                     15 feet closer to the point the chain is connected to. While the spell
maintain your concentration on the spell for up to 24 hours.                                                                                              lasts, you can use your action to cause the chain the attempt to bind
                                                                                                                                                          itself to a creature in the same manner as when you first cast the
                                                                                                                                                          spell. You can target the same creature or a different one, as long as
                                                                                                                                                          the targeted creature is within 30 feet of the point the chain is
                                                                                                                                                          connected to.
                                                                                                                                                             At Higher Levels. When you cast this spell using a spell slot of 3rd
                                                                                                                                                          level or higher, the damage increases by 1d6 for each slot level above
                                                                                                                                                          2nd.
Pact Magic (Warlock)                                 Player’s Handbook      Pact Magic (Warlock)                    All the Lights in the Sky are Stars   Pact Magic (Warlock)                          Blazing Dawn Player’s Companion
                        Ultraviolet Pulse                                                              Animate Dead                                                                                  Bestow Curse
                        2nd-level evocation (ritual)                                                     3rd-level necromancy                                                                           3rd-level necromancy
You hurl a ball of glowing violet energy towards one creature within          This spell creates an undead servant. Choose a pile of bones or a corpse                     You touch a creature, and that creature must succeed on a Wisdom
range, which bursts into a pulse of invisible radiation on impact.            of a Medium or Small humanoid within range. Your spell imbues the                            saving throw or become cursed for the duration of the spell. When
Make a ranged spell attack against the target. On a hit, it takes 5d6         target with a foul mimicry of life, raising it as an undead creature. The                    you cast this spell, choose the nature of the curse from the following
radiant damage and must make a Constitution save or be poisoned               target becomes a skeleton if you chose bones or a zombie if you chose a                      options:
for 1 minute. The target can repeat this save at the end of each of its       corpse (the DM has the creature’s game statistics).                                            • Choose one ability score. While cursed, the target has
turns, ending the effect on a success.                                          On each of your turns, you can use a bonus action to mentally                              disadvantage on ability checks and saving throws made with that
  At Higher Levels. When you cast this spell using a spell slot of 3rd        command any creature you made with this spell if the creature is within                      ability score.
level or higher, the damage increases by 1d6 for each slot level above        60 feet of you (if you control multiple creatures, you can command any                         • While cursed, the target has disadvantage on attack rolls against
2nd.                                                                          or all of them at the same time, issuing the same command to each one).                      you.
                                                                              You decide what action the creature will take and where it will move                           • While cursed, the target must make a Wisdom saving throw at
                                                                              during its next turn, or you can issue a general command, such as to
                                                                              guard a particular chamber or corridor. If you issue no commands, the                        the start of each of its turns. If it fails, it wastes its action that turn
                                                                              creature only defends itself against hostile creatures. Once given an                        doing nothing.
                                                                              order, the creature continues to follow it until its task is complete.                         • While the target is cursed, your attacks and spells deal an extra
                                                                                The creature is under your control for 24 hours, after which it stops                      1d8 necrotic damage to the target.
                                                                              obeying any command you’ve given it. To maintain control of the
                                                                              creature for another 24 hours, you must cast this spell on the creature                      A remove curse spell ends this effect. At the DM’s option, you may
                                                                              again before the current 24-hour period ends. This use of the spell                          choose an alternative curse effect, but it should be no more powerful
                                                                              reasserts your control over up to four creatures you have animated with                      than those described above. The DM has final say on such a curse’s
                                                                              this spell, rather than animating a new one.                                                 effect.
                                                                                At Higher Levels. When you cast this spell using a spell slot of 4th level                    At Higher Levels. If you cast this spell using a spell slot of 4th level
                                                                              or higher, you animate or reassert control over two additional undead                        or higher, the duration is concentration, up to 10 minutes. If you use
                                                                              creatures for each slot level above 3rd. Each of the creatures must come                     a spell slot of 5th level or higher, the duration is 8 hours. If you use a
                                                                              from a different corpse or pile of bones.                                                    spell slot of 7th level or higher, the duration is 24 hours. If you use a
                                                                                                                                                                           9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Pact Magic (Warlock)                    All the Lights in the Sky are Stars   Undying Servitude (Warlock)                                      Player’s Handbook           Sign of Ill Omen (Warlock)                               Player’s Handbook
                               Fireball
                            3rd-level evocation
A backpack is a leather pack carried on the back, typically     A holy symbol is a representation of a god or pantheon. It        This wooden case can hold up to twenty crossbow bolts.
with straps to secure it. A backpack can hold 1 cubic foot/     might be an amulet depicting a symbol representing a
30 pounds of gear.                                              deity, the same symbol carefully engraved or inlaid as an
  You can also strap items, such as a bedroll or a coil of      emblem on a shield, or a tiny box holding a fragment of a
rope, to the outside of a backpack.                             sacred relic. Appendix PH-B "Fantasy-Historical
                                                                Pantheons"lists the symbols commonly associated with
                                                                many gods in the multiverse. A cleric or paladin can use a
                                                                holy symbol as a spellcasting focus. To use the symbol in
                                                                this way, the caster must hold it in hand, wear it visibly, or
                                                                bear it on a shield.
Crossbow bolts are used with a crossbow to make a ranged                                                                          Using a crowbar grants advantage to Strength checks
attack.                                                                                                                           where the crowbar’s leverage can be applied.
1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 5 lb. Player’s Handbook
The breastplate and shoulder protectors of this armor are                                                                       Rations consist of dry foods suitable for extended travel,
made of leather that has been stiffened by being boiled in                                                                      including jerky, dried fruit, hardtack, and nuts.
oil. The rest of the armor is made of softer and more
flexible materials.
10 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook
                                                               This small container holds flint, fire steel, and tinder         A torch burns for 1 hour, providing bright light in a 20-foot
                                                               (usually dry cloth soaked in light oil) used to kindle a fire.   radius and dim light for an additional 20 feet. If you make a
                                                               Using it to light a torch—or anything else with abundant,        melee attack with a burning torch and hit, it deals 1 fire
                                                               exposed fuel—takes an action. Lighting any other fire takes      damage.
                                                               1 minute.
                      Waterskin
                      Adventuring Gear