Warlock [The Fiend] (1) Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Tiefling Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
11 +1 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
Hit Point Maximum 9
-1 Strength
DEXTERITY
+1 Dexterity
+1 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
12 ●
+4 Wisdom
●
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 +1 Acrobatics (Dex) SUCCESSES
13 +2 Animal Handling (Wis)
1x(1d8+1)
FAILURES
●
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1
0 +3 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
11 ●
+4 Insight (Wis)
Crossbow, light +3 1d8+1 piercing
Amulet
WISDOM ●
+3 Intimidation (Cha)
+2 Investigation (Int)
Backpack
+2 Medicine (Wis) Bag of Sand
+2 0 Nature (Int)
Book
+2 Perception (Wis) Number of
14
+3 Performance (Cha)
Attacks: 1 Clothes, common
CHARISMA
+3 Persuasion (Cha)
+2 Religion (Int)
Crossbow bolt
x20
●
+3 +1 Sleight of Hand (Dex)
17
+1 Stealth (Dex) Crystal
+2 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
Incense x5
Ink
12 PASSIVE WISDOM (PERCEPTION)
CP Ink pen
SP
Knife, Small
Weapon Proficiencies: Parchment x10
Simple EP
Pouch
Armor Proficiencies: Light GP
15 Vestements
Language Proficiencies: PP
Abyssal; Common;
Elvish; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling, Warlock Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch Blast
Mage Hand
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 7
EPAR
SPELL NAME
ED
PR
Command
Hellish Rebuke
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Damage Resistances: fire
-----------Other Traits------------
Dark One's Blessing. Gain 4 temp HPs when you reduce a
hostile creature to 0 HPs.
Hellish Resistance. Resistance to fire damage.
Infernal Legacy. You know thaumaturgy and can cast once per
day. CHA is the spellcasting ability.
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1
Thaumaturgy Eldritch Blast Mage Hand
Tiefling Cantrip Transmutation DC 13 Spell Mod +5 Warlock Cantrip Evocation DC 13 Spell Mod +5 Warlock Cantrip Conjuration DC 13 Spell Mod +5
1 Act. 30 ft V Up to 1 min 1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min
You manifest a minor wonder, a sign of A beam of crackling energy streak toward a A spectral, floating hand appears at a point
supernatural power, within range. You create creature within range. Make a ranged spell you choose within range. The hand lasts for
one of the following magical effects within attack against the target. On a hit, the target the duration or until you dismiss it as an
range: • Your voice booms up to three times as takes 1d10 force damage. The spell creates action. The hand vanishes if it is ever more
loud as normal for 1 minute. • You cause more than one beam when you reach higher than 30 feet away from you or if you cast this
flames to flicker, brighten, dim, or change levels: two beams at 5th level, three beams at spell again. You can use your action to control
color for 1 minute. • You cause harmless 11th level, and four beams at 17th level. You the hand. You can use the hand to manipulate
tremors in the ground for 1 minute. • You can direct the beams at the same target or at an object, open an unlocked door or container,
create an instantaneous sound that originates different ones. Make a separate attack roll for stow or retrieve an item from an open
from a point of your choice within range, such each beam. container, or pour the contents out of a vial.
as a rumble of thunder, the cry of a raven, or You can move the hand up to 30 feet each time
ominous whispers. • You instantaneously you use it. The hand can't attack, activate
cause an unlocked door or window to fly open magic items, or carry more than 10 pounds.
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.
Command Hellish Rebuke
Warlock Level 1 Enchantment DC 13 Spell Mod +5 Warlock Level 1 Evocation DC 13 Spell Mod +5
1 Act. 60 ft V 1 Rnd 1 reAct. 60 ft V,S Inst
You speak a one-word command to a creature You point your finger, and the creature that
you can see within range. The target must damaged you is momentarily surrounded by
succeed on a Wisdom saving throw or follow hellish flames. The creature must make a
the command on its next turn. The spell has no Dexterity saving throw. It takes 2d10 fire
effect if the target is undead, if it doesn't damage on a failed save, or half as much
understand your language, or if your damage on a successful one. At Higher Levels.
command is directly harmful to it. Some When you cast this spell using a spell slot of
typical commands and their effects follow. 2nd level or higher, the damage increase by
You might issue a command other than one 1d10 for each slot level above 1st.
described here. If you do so, the GM
determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
Page 1 (reverse)
Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.