Level 1 Winged Tiefling Warlock, The Hexblade 0
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Sep
Silverquill Student Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet
STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Hexblade’s Curse (Bonus Action—1/Short Rest).
N
CIE C
Choose one creature you can see within 30ft. The
-1 Strength target is cursed for 1 minute. Until the curse ends,
Y
PROFI
-1 you gain the following benefits:You gain a +2 bonus
+3 Dexterity
to damage rolls against the cursed target and any
+2 Constitution ARMOR CLASS attack roll you make against the cursed target is a
DEXTERITY
-1 Intelligence
critical hit on a roll of 19 or 20 on the d20.If the
MAXIMUM HIT DICE TEMPORARY cursed target dies, you regain 3 hp.
15 ✘
✘
+2 Wisdom
+4 Charisma
10 1d8
Hex Warrior. Whenever you finish a long rest, you
CONDITIONAL
can touch one weapon that you are proficient with
and that lacks the two-handed property. When you
+2 attack with that weapon, you can use +4 for the
attack and +2 damage.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 -1 Arcana (Int) Darkvision
-1 Athletics (Str) Resistances. Fire
INTELLIGENCE ✘ +4 Deception (Cha)
9 -1 History (Int)
+0 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+0 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
-1 Nature (Int)
10 +0 Perception (Wis) Winged. You have a flying speed of 30 feet while
you aren’t wearing heavy armor.
+2 Performance (Cha)
+2 Persuasion (Cha)
+0 -1 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)
17 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Crossbow, Light 80/320 +5 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. –
Languages. Common, Infernal
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Sep
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
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
[Crossbow, Light] 1 5
Crossbow Bolt 3 .15
Amulet 1 1
Dungeoneer’s Pack 1 10
[Leather] 1 10
Quarterstaff 1 4
Dagger 2 2
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 15 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
32.2 lb / 120 lb 240 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Warlock, The Hexblade
CANTRIPS Eldritch Blast Prestidigitation
Sacred Flame Thaumaturgy
1ST LEVEL 1 SPELL SLOTS Cause Fear Hellish Rebuke
Detect Magic
Eldritch Blast Prestidigitation Cause Fear
Evocation Cantrip Transmutation Cantrip 1st-level necromancy
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action
RANGE 120 feet RANGE 10 feet RANGE 60 feet
DURATION Instantaneous DURATION Up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for You awaken the sense of mortality in one creature you can see within
Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within range. A construct or an undead is immune to this effect. The target
takes 1d10 force damage. range: must succeed on a Wisdom saving throw or become frightened of
The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a you until the spell ends. The frightened target can repeat the saving
levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor. throw at the end of each of its turns, ending the effect on itself on a
beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a success.
at different ones. Make a separate attack roll for each beam. small campfire. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You instantaneously clean or soil an object no larger than 1 cubic level or higher, you can target one additional creature for each slot
foot. level above 1st. The creatures must be within 30 feet of each other
• You chill, warm, or flavor up to 1 cubic foot of nonliving material when you target them.
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an 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 such
an effect as an action.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
Hellish Rebuke
1st-level evocation
CASTING TIME 1 reaction
RANGE 60 feet
DURATION Instantaneous
COMPONENTS V, S
Reaction: you are being damaged by a creature within 60 feet of you
that you can see You point your finger, and the creature that
damaged you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes 2d10 fire
damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level
above 1st.
Infernal Legacy Player’s Handbook
Crossbow, Light Crossbow Bolt Amulet
Weapons Ammunition Spellcasting Focus
Crossbow bolts are used with a crossbow to make a ranged A holy symbol is a representation of a god or pantheon. It
attack. might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
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.
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lb. Player’s Handbook
Dungeoneer’s Pack Leather Quarterstaff
Equipment Packs Armor Weapons
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 The breastplate and shoulder protectors of this armor are
torches, a tinderbox, 10 days of rations, and a waterskin. made of leather that has been stiffened by being boiled in
The pack also has 50 feet of hempen rope strapped to the oil. The rest of the armor is made of softer and more
side of it. flexible materials.
10 lbs. Player’s Handbook 10 lb. Player’s Handbook 4 lb. Player’s Handbook
Dagger Dagger
Weapons Weapons
1 lb. Player’s Handbook 1 lb. Player’s Handbook