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Alora is a Level 1 Tiefling Warlock with a military background and a celestial patron. She possesses various abilities, including darkvision, healing light, and several spells like Eldritch Blast and Sacred Flame. Her character traits reflect a strong sense of loyalty and a burden from past mistakes in battle.
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0% found this document useful (0 votes)
14 views10 pages

Aaaaa

Alora is a Level 1 Tiefling Warlock with a military background and a celestial patron. She possesses various abilities, including darkvision, healing light, and several spells like Eldritch Blast and Sacred Flame. Her character traits reflect a strong sense of loyalty and a burden from past mistakes in battle.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 1 Tiefling (Glasya) Warlock, The Celestial 250

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Alora
Soldier Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (13) 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Shield The Celestial. Your patron is a powerful being of the
N
CIE C
Upper Planes.
-1 Strength
Y
PROFI

-1 Bonus Cantrips. You gain the sacred flame and light


+3 Dexterity
cantrips.
+1 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Healing Light. As a bonus action, you can use 2 d6s
MAXIMUM HIT DICE TEMPORARY to heal an ally you can see within 60 feet. The
17 ✘


+2 Wisdom

+6 Charisma
9 1d8 maximum number of dice you can use at once is 4.

CONDITIONAL

+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +0 Arcana (Int) Darkvision

✘ +1 Athletics (Str) Resistances. Fire


INTELLIGENCE ✘ +6 Deception (Cha)

11 +0 History (Int)
+0 Insight (Wis)
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+0 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)

11 +0 Perception (Wis) Legacy of Malbolge. You know the minor illusion


cantrip. When you reach 3rd level, you can cast
+4 Performance (Cha) the disguise self spell once with this trait and
+4 Persuasion (Cha) regain the ability to do so when you finish a long
+0 +0 Religion (Int)
rest. When you reach 5th level, you can cast the
invisibility spell once with this trait and regain the
+3 Sleight of Hand (Dex) ability to do so when you finish a long rest.
CHARISMA Charisma is your spellcasting ability for these
+3 Stealth (Dex) spells.

18 +0 Survival (Wis)
SKILLS

+4 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Battleaxe 5 ft +5 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Vehicles land, Dragonchess set

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
Alora
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I have a crude sense of humor. a recent war.
I enjoy being strong and like breaking things.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Might. In life as in war, the stronger force wins. (Evil)

IDEAL

Someone saved my life on the battlefield. To this


day, I will never leave a friend behind.

BOND

I made a terrible mistake in battle cost many lives—


and I would do anything to keep that mistake secret.

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

BACKGROUND FEATURE

A tooth from an unknown beast

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Chain Shirt 1 20
[Shield] 1 6
Handaxe 1 2
Battleaxe 1 4

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

32 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.
Swordmage
Intelligence 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

4 0
SPELLS KNOWN

8 0

2 0

5 0
9 0

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 0 6 0
Eldritch Blast
Light
Sacred Flame
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7 0
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Healing Elixir
4 0
SPELLS KNOWN

8 0

2 0

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0
Minor Illusion (Tiefling (Glasya))

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

4 0
SPELLS KNOWN

8 0

2 0

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Eldritch Blast Light Minor Illusion
Evocation Cantrip Evocation Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION 1 hour DURATION 1 minute
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS S, M (a bit of fleece)

A beam of crackling energy streaks toward a creature within range. You touch one object that is no larger than 10 feet in any dimension. You create a sound or an image of an object within range that lasts
Make a ranged spell attack against the target. On a hit, the target Until the spell ends, the object sheds bright light in a 20-foot radius for the duration. The illusion also ends if you dismiss it as an action or
takes 1d10 force damage. and dim light for an additional 20 feet. The light can be colored as cast this spell again. If you create a sound, its volume can range from
The spell creates more than one beam when you reach higher you like. Completely covering the object with something opaque a whisper to a scream. It can be your voice, someone else’s voice, a
levels: two beams at 5th level, three beams at 11th level, and four blocks the light. The spell ends if you cast it again or dismiss it as an lion’s roar, a beating of drums, or any other sound you choose. The
beams at 17th level. you can direct the beams at the same target or action. sound continues unabated throughout the duration, or you can make
at different ones. Make a separate attack roll for each beam. If you target an object held or worn by a hostile creature, that discrete sounds at different times before the spell ends. If you create
creature must succeed on a Dexterity saving throw to avoid the spell. an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Pact Magic (Warlock) Player’s Handbook Bonus Cantrips (Warlock) Player’s Handbook Legacy of Malbolge (Tiefling (Glasya)) Player’s Handbook

Sacred Flame Toll the Dead Armor of Agathys


Evocation Cantrip Necromancy Cantrip 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a cup of water)

Flame-like radiance descends on a creature that you can see within You point at one creature you can see within range, and the sound of A protective magical force surrounds you, manifesting as a spectral
range. The target must succeed on a Dexterity saving throw or take a dolorous bell fills the air around it for a moment. The target must frost that covers you and your gear. You gain 5 temporary hit points
1d8 radiant damage. The target gains no benefit from cover for this succeed on a Wisdom saving throw or take 1d8 necrotic damage. If for the duration. If a creature hits you with a melee attack while you
saving throw. The spell’s damage increases by 1d8 when you reach the target is missing any of its hit points, it instead takes 1d12 have these hit points, the creature takes 5 cold damage.
5th level (2d8), 11th level (3d8), and 17th level (4d8). necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd
The spell’s damage increases by one die when you reach 5th level level or higher, both the temporary hit points and the cold damage
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). increase by 5 for each slot above 1st.

Bonus Cantrips (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook

Healing Elixir
1st-level conjuration

CASTING TIME 1 minute


RANGE Self
DURATION 24 hours
COMPONENTS V, S, M (alchemist’s supplies)

You create a healing elixir in a simple vial that appears in your hand.
The elixir retains its potency for the duration or until it’s consumed,
at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to
another creature. The drinker regains 2d4 + 2 hit points.

Pact Magic (Warlock) UA: Starter Spells


Battleaxe
Martial Melee Weapon

RANGE 5 ft
ATTACK +5 vs AC
DAMAGE 1d8+3 slashing
Versatile
Chain Shirt Shield Handaxe
Armor Armor Weapons

Made of interlocking metal rings, a chain shirt is worn A shield is made from wood or metal and is carried in one
between layers of clothing or leather. This armor offers hand. Wielding a shield increases your Armor Class by 2.
modest protection to the wearer’s upper body and allows You can benefit from only one shield at a time.
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Player’s Handbook

Battleaxe
Weapons

4 lb. Player’s Handbook


Darkvision Hellish Resistance Legacy of Malbolge
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the minor illusion cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the disguise self spell once with this trait
range, a creature with darkvision can see in darkness as if and regain the ability to do so when you finish a long rest.
the darkness were dim light, so areas of darkness are only When you reach 5th level, you can cast the invisibility spell
lightly obscured as far as that creature is concerned. once with this trait and regain the ability to do so when you
However, the creature can’t discern color in darkness, only finish a long rest. Charisma is your spellcasting ability for
shades of gray. these spells.

Tiefling Player’s Handbook Tiefling Player’s Handbook Tiefling (Glasya) Mordenkainen’s Tome of Foes

The Celestial Bonus Cantrips Healing Light


Archetype Archetype Feature Archetype Feature

Your patron is a powerful being of the Upper Planes. You At 1st level, you learn the sacred flame and light cantrips. At 1st level, you gain the ability to channel celestial energy
have bound yourself to an ancient empyrean, solar, ki-rin, or They count as warlock cantrips for you, but they don’t to heal wounds. You have a pool of d6s that you spend to
unicorn or to another entity that resides in the planes of count against your number of cantrips known. fuel this healing. The number of dice in the pool equals 1 +
everlasting bliss. Your pact with that being allows you to your warlock level.
experience the barest touch of the holy light that illuminates As a bonus action, you can heal one creature you can see
the multiverse. within 60 feet of you, spending dice from the pool. The
Being connected to such power can cause changes in your maximum number of dice you can spend at once equals
behavior and beliefs. You might find yourself driven to your Charisma modifier (minimum of one die). Roll the dice
annihilate the undead, to defeat fiends, and to protect the you spend, add them together, and restore a number of hit
innocent. At times, your heart might also be filled with a points equal to the total.
longing for the celestial realm of your patron, a desire to Your pool regains all expended dice when you finish a
wander that paradise for the rest of your days. But you know long rest.
that your mission is among mortals for now and that your
pact binds you to bring light to the dark places of the world.

Otherworldly Patron Xanathar’s Guide to Everything The Celestial Xanathar’s Guide to Everything The Celestial Xanathar’s Guide to Everything

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