Tiefling Warlock
Tiefling Warlock
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
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
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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
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
- Tome of history 5
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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.
Status Possessions
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4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death
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.
Other Holdings
Background
Character History
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Character Portrait
Appearance
Enemies
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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
7 CHA -2 -2
Heal
DC10
12
I I
CHARISMA TEMPORARY HP II II
CURRENT
AC 2
III III
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
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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
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.
1×
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
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
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