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Tiefling Warlock

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0% found this document useful (0 votes)
22 views7 pages

Tiefling Warlock

Uploaded by

Dan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Name: Moreau Damakos the Temerity Player: Guzman


1 Class: Warlock (the Celestial)
Experience: Add: Next level: 300
Background: Lorehold Student
LEVEL Race: Tiefling, Abyssal Size: Medium Height: 6' Weight: 180
Gender: Male Hair: Dark Blue Eyes: Yellow Skin: Black with blue
Age: 32 Alignment: Neutral Faith: Anansi

Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+2 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +1 Animal Handling (WIS)
+2
9
STR -1 -1
PROFICIENCY +3 Arcana (INT)

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BONUS +
STRENGTH
8+
Cha 14 -1 Athletics (STR)

15
DEX +2 +2 Senses +6 Deception (CHA)
DEXTERITY
Proficiency +3 History (INT)
11 Passive Perception
CON +2 +2
Bonus +1 Insight (WIS)
14 Darkvision 60 ft
CONSTITUTION +4 Intimidation (CHA)
INSPIRATION
+1 Investigation (INT)
12 INT +1 +1
INTELLIGENCE Limited Features SR LR Dawn +1 Medicine (WIS)
+1 Nature (INT)
13
WIS +1 +3
FEATURE MAX. USAGES RECOVERY USED

WISDOM Healing Light 2d6 LR +1 Perception (WIS)


+4 Performance (CHA)
19 CHA +4 +6 +4 Persuasion (CHA)
CHARISMA
+3 Religion (INT)
+2 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +2 Stealth (DEX)
+1 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +2 Initiative 2 +
30 ft,
fly 30 ft 20 ft
Defense Health

AC DURING REST Set Max HP WOUNDS


11 ARMOR
BONUS Leather
+

13
SHIELD TEMPORARY HP
BONUS
CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV. Fire
HP 11 Heal
DIE LIVE
1 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
1
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
Light Crossbow ✔ Dex 80/320 ft +4 1d8+2 Piercing Attack / Cast a Spell Use familiar's senses
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

Ammunition, loading, two-handed Dash / Disengage / Dodge

Dagger ✔ Dex Melee, 20/60 ft +4 1d4+2 Piercing Escape Grapple / Help / Hide
Finesse, light, thrown Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Dagger ✔ Dex Melee, 20/60 ft +4 1d4 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown, off hand
Familiar (dismiss/reappear)
Spear ✔ Str Melee, 20/60 ft +1 1d6-1 Piercing
BONUS ACTIONS REACTIONS USED THIS ROUND
Thrown, versatile (1d8)
Healing Light Opportunity Attack
Off-hand Attack

TYPE TOTAL TYPE TOTAL


Bolts 20
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits Racial Options
In the end, it's all just entropy. Everything falls apart someday. I can speak eloquently

Winged Abyssal Tiefling (+1 Constitution, +2 Charisma) about the historical ramifications of an ancient war. But ask me to add two-digit numbers
together, and I'm a mess.

Wings: IDEAL
I have bat-like wings sprouting from my shoulder blades that give me flying speed of 30 Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral)
feet when I'm not wearing heavy armor.

BOND
Those who fight with me are those worth laying down my life for.

Class Features
Choose Feature

FLAW
Warlock (the Celestial), level 1: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known; 1× 1st-level spell slot]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my warlock spells
I regain these spell slots on a short rest
◆ Bonus Cantrips (the Celestial 1, XGtE 54)
Feats
I learn the Light and Sacred Flame cantrips, not counting for the number I can know
FEAT: Strixhaven Initiate [Witherbloom] [SCC 36]
◆ Healing Light (the Celestial 1, XGtE 54) [2d6 per long rest]
I learn two cantrips (Chill Touch, Druidcraft, or Spare the Dying) and a 1st-level spell from
As a bonus action, I can heal a creature I can see within 60 ft by expending dice
the druid or wizard spell list. I can cast the spell once per long rest at its lowest level
I can expend up to my Charisma modifier (min 1) of dice from my pool at a time
without expending a spell slot, and can cast it if I have a spell slot to do so. I can choose
The target heals HP equal to the roll of the dice; I regain all expended dice on a long rest
Int, Wis, or Cha as my spellcasting ability for this.
FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
A G LBS A G LBS
Backpack, with: 5 School uniform 4

- Book of lore 5 Hammer 3

- Ink, 1 ounce bottle of Hooded lantern 2

- Ink pen 2 Belt pouch (with coins) 1

- Parchment, sheets of 10 Leather armor 10

- Little bag of sand 1 Light Crossbow 1 5

- Small knife 0.25 Dagger 2 1

- Crystal arcane focus 1 Spear 1 3

- Black ink, 1 ounce bottle of 1 Crossbow bolts 20 0.08

- Tome of history 5
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

Background Feature
Lorehold Initiate
I gain the Strixhaven Initiate feat for the Lorehold college. In addition, I add the following
spells to the spell list of all my spellcasting classes, if any: Comprehend Languages, Identify,
ATTUNED MAGICAL ITEMS (MAX 3)
Borrowed Knowledge, Locate Object, Speak with Dead, Spirit Guardians, Arcane Eye,
Stone Shape, Flame Strike, and Legend Lore.

Proficiencies E CARRYING CAPACITY


17.3 31.5
TOTAL WEIGHT
E E HEA IL E E E H AGLI T
46 - STR × 5 STR × 15STR × 10 136 - STR × 15 - 30
90 lb 135 lb
-10 FT SPEED -20 FT SPEED
270 lb
SPEED = 5 FT 49.1 lb
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: DISADV. STR, DEX, CON
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
Poor
= 10 GP =10 SP = 5 SP = 10 CP

Languages Tools & Others 15 DAILY PRICE: 2 sp


Celestial Abyssal GEMS AND OTHER VALUABLES:
Elvish
Common
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CHARACTER: Moreau Damakos the Temerity

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED
SOME FOOD AND DRINK.
PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES

1 Disadvantage on Ability Checks


2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Spell Versatility (Optional Warlock 1, UA:CFV 10)
After a long rest, I can swap a warlock cantrip or spell I know for another of the same level
◆ Expanded Warlock Spell List (Optional Warlock 1, UA:CFV 10)
◆ Additional Warlock Spells (Optional Warlock 1, TCoE 70)
◆ Dunamancy Spells (Optional Warlock 1, EGtW 186)
All dunamancy spells are added to the warlock spell list, each still pending DM's approval
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings
Background

Character History

Click Here
to change
this Icon

Character Portrait

Appearance

Enemies

Allies & Organizations

Click Here
to change
this Icon

Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Sheila Gender: Female Age: 21
Familiar Race: Cat Size: Tiny Type: Celestial
Height: Weight: Alignment: Unaligned

ABILITY MODIFIER SAVING THROW PROF.


BONUS
Skills Attacks PER
ATTACKS
ACTION 1
STR +2 Acrobatics +1 Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
3 -4 -4 Animal
STRENGTH +1 -4 Nature
Handling
-4 Arcana +3 Perception
15 DEX +2 +2 -4 Athletics -2 Performance
DEXTERITY
-2 Deception -2 Persuasion

10 CON 0 0 -4 History -4 Religion


CONSTITUTION Sleight of
+1 Insight +2
Hand
3 INT -4 -4 -2 Intimidation +4 Stealth
INTELLIGENCE -4 Investigation +1 Survival +2 Initiative 2 + 40 ft, climb 30 ft
DEX MISC. SPEED
12 WIS +1 +1 Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE

7 CHA -2 -2
Heal
DC10
12
I I

CHARISMA TEMPORARY HP II II
CURRENT
AC 2
III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION 13 MAX HIT POINTS HIT DICE 1 × d4 + 0
Adv. on Wis (Perception) checks using smell
LEVEL DIE CON USED

Features Traits
◆ Find Familiar: If dropped to 0 HP, the familiar disappears, leaving behind ◆ Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.
no physical form. The familiar must obey all commands of its master.

+2

Proficiency
Bonus

Notes Visibility Options

Find Familiar (1st-level conjuration [ritual] spell, PHB 240):


◆ Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Click Here
to change
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
It reappears when I cast this spell again (in a new form if so desired)
◆ The familiar acts independently of me, but it always obeys my commands
this Icon
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
◆ While it is within 100 ft of me, I can communicate with it telepathically
◆ As an action, I see/hear what it does (but not with my senses) until the start of my next turn
◆ As an action, I can temporarily dismiss it, having it disappear into a pocket dimension
◆ As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
◆ I can't have more than one familiar bonded at a time; As an action, I can dismiss it forever Companion's Appearance
◆ When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
Equipment
It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Moreau Damakos the Temerity
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Strixhaven Initiate Spell attack modifier: +6 Spellcasting ability


Spell save DC: 14 Charisma

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240

Warlock Spells Spell attack modifier: +6 Spellcasting ability


Spell save DC: 14 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Eldritch Blast Spell attack for 1 beam(s), each 1d10 Force damage; beams can be combined or split — Evoc 1a 120 ft V,S Instantaneous P 237
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
Sacred Flame 1 creature that I can see save or 1d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
Toll the Dead 1 crea save or 1d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Armor of Agathys 5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1h P 215
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248

Glossary of Abbreviations used in this Spell Sheet


(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action Sources (‘B’ column
column))
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SR System Reference Document
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area T Tasha’s Cauldron of Everything
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting U Unearthed Arcana
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting W Explorer’s Guide to Wildemount
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
up to 1 minute

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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