5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Light Crossbow | +4 | 1d8+2 piercing | 80/320 | |
Spear | +4 | 1d6+2 piercing | 20/60 | |
Dagger | +4 | 1d4+2 piercing | 20/60 |
Necromancy Cantrip
CAST At Will
1d8 Damage
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 221
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
[B]Eldritch Blast[/B]
Evocation Cantrip
CAST At Will
1d10 Damage
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Instantaneous
Source: PHB, pg. 237
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
[B]Armor of Agathys[/B]1st Level Abjuration
CAST PACT SLOT0
LEVEL 1st
5 Cold Damage
(A creature takes the cold damage when it hits you with a melee attack while you have the temporary hit points.)
Regain 5 Temp Hit Points
Casting Time: 1 actionRange/Area: Self
Components: V, S, M(a cup of water)
Duration: 1 hour
Source: PHB, pg. 215
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
[B]Hex[/B]1st LevelEnchantment
CAST PACT
SLOT0
LEVEL 1st
1d6 Damage
Casting Time:1 bonus action
Range/Area:90ft.
Components:V, S, M(the petrified eye of a newt)
Duration:Concentration, up to 1 hour
Source:PHB, pg. 251
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
[B]Sleep[/B]1st LevelEnchantment
CAST USE LEVEL1st
Once per Long Rest
Casting Time: 1 actionRange/Area: 90ft./20ft.
Components: V, S, M(a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Source: PHB, pg. 276
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
[B]Misty Step[/B]2nd Level Conjuration
CAST USE LEVEL 2nd. Once per Long Rest
Casting Time: 1 bonus actionRange/Area: Self
Components: V
Duration: Instantaneous
Source: PHB, pg. 260
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Necromancy Cantrip
CAST At Will
[1d8] Damage
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 221
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes [1d8] necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by [1d8] when you reach 5th level ([2d8]), 11th level ([3d8]), and 17th level ([4d8]).
[B]Eldritch Blast[/B]
Evocation Cantrip
CAST At Will
[1d10] Damage
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Instantaneous
Source: PHB, pg. 237
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
[B]Armor of Agathys[/B]
1st Level Abjuration
CAST PACT SLOT0
LEVEL 1st
5 Cold Damage
(A creature takes the cold damage when it hits you with a melee attack while you have the temporary hit points.)
Regain 5 Temp Hit Points
Casting Time: 1 action
Range/Area: Self
Components: V, S, M(a cup of water)
Duration: 1 hour
Source: PHB, pg. 215
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
[B]Hex[/B]
1st LevelEnchantment
CAST PACT
SLOT0
LEVEL 1st
[1d6] Damage
Casting Time:1 bonus action
Range/Area:90ft.
Components:V, S, M(the petrified eye of a newt)
Duration:Concentration, up to 1 hour
Source:PHB, pg. 251
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra [1d6] necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
[B]Sleep[/B]
1st LevelEnchantment
CAST USE LEVEL1st
Once per Long Rest
Casting Time: 1 action
Range/Area: 90ft./20ft.
Components: V, S, M(a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Source: PHB, pg. 276
This spell sends creatures into a magical slumber. Roll [5d8]; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional [2d8] for each slot level above 1st.
[B]Misty Step[/B]
2nd Level Conjuration
CAST USE LEVEL 2nd. Once per Long Rest
Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous
Source: PHB, pg. 260
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Expanded Spell List (Fiend): The following spells are added to the warlock spell list for you: 1st: Shield, wrathful smite. 2nd: blur, branding smite. 3rd: blink, elemental weapon. 4th: phantasmal killer, staggering smite. 5th: banishing smite, cone of cold
Hexblade’s CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
[b]Expanded Spell List (Fiend):[/b] The following spells are added to the warlock spell list for you: 1st: [spell]Shield[/spell], [spell]wrathful smite[/spell]. 2nd: [spell]blur[/spell], [spell]branding smite[/spell]. 3rd: [spell]blink[/spell], [spell]elemental weapon[/spell]. 4th: [spell]phantasmal killer[/spell], [spell]staggering smite[/spell]. 5th: [spell]banishing smite[/spell], [spell]cone of cold[/spell]
[b]Hexblade’s Curse[/b]
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the [d20].
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
[b]Hex Warrior[/b]
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Spear
2 Daggers
Leather Armor
20 Bolts
Component Pouch
Dungeoneer's Pack
Languages: Common, Dwarven
After encountering a true servant of xxx, I was so inspired that I immediately entered into the god's service. I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway.
I had a supernatural experience. I escaped certain death and believe it was the intervention of a god that saved you.
I spent time working as mercenary in my god's name. I have an extra 7gp in my pouch from those endeavors.
As common with my kind, I have a natural, persistent instinct to procreate. I, myself have sired many litters. I am aware of the many females that have mothered my kin but we are not close.
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