class & level player name background character …page 1. you make yourself—including your...

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RACE CLASS & LEVEL PLAYER NAME CHARACTER NAME BACKGROUND EXPERIENCE POINTS ALIGNMENT TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Hit Point Maximum Strength Dexterity Constitution Intelligence Wisdom Charisma CP EP PP GP SP PASSIVE WISDOM (PERCEPTION) EQUIPMENT OTHER PROFICIENCIES & LANGUAGES ATTACKS & SPELLCASTING FEATURES & TRAITS Acrobatics (Dex) Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) DEATH SAVES HIT DICE NAME ATK BONUS DAMAGE/TYPE Total SUCCESSES FAILURES IDEALS BONDS FLAWS PERSONALITY TRAITS ARMOR CLASS CURRENT HIT POINTS TEMPORARY HIT POINTS INITIATIVE SPEED PROFICIENCY BONUS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA SAVING THROWS INSPIRATION SKILLS

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Page 1: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

RACE

CLASS & LEVEL PLAYER NAME

CHARACTER NAME

BACKGROUND

EXPERIENCE POINTSALIGNMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Hit Point MaximumStrength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

CP

EP

PP

GP

SP

PASSIVE WISDOM (PERCEPTION)

EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

ATTACKS & SPELLCASTING

FEATURES & TRAITS

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

Investigation (Int)

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

DEATH SAVESHIT DICE

NAME ATK BONUS DAMAGE/TYPE

Total SUCCESSES

FAILURES

IDEALS

BONDS

FLAWS

PERSONALITY TRAITS

ARMORCLASS

CURRENT HIT POINTS

TEMPORARY HIT POINTS

INITIATIVE SPEEDPROFICIENCY BONUS

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

SAVING THROWS

INSPIRATION

SKILLS

Page 2: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

CHARACTER NAME EYES

AGE WEIGHTHEIGHT

HAIRSKIN

NAME

TREASURE CHARACTER BACKSTORY

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

SYMBOL

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Page 3: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELLCASTINGCLASS

SPEL

LS K

NO

WN

SPELL NAMEPR

EPARED

SPELLLEVEL

SLOTS EXPENDEDSLOTS TOTAL

1

0

2

3 6

7

8

9

4

5

SPELLCASTINGABILITY

SPELL SAVE DC SPELL ATTACKBONUS

CANTRIPS

Page 4: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

FEATURES & TRAITS

Page 5: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

Page 1

You make yourself—including your clothing,armor, weapons, and other belongings onyour person— look different until the spellends or until you use your action to dismiss it.You can seem 1 foot shorter or taller and canappear thin, fat, or in between. You can'tchange your body type, so you must adopt aform that has the same basic arrangement oflimbs. Otherwise, the extent of the illusion isup to you. The changes wrought by this spellfail to hold up to physical inspection. Forexample, if you use this spell to add a hat toyour outfit, objects pass through the hat, andanyone who touches it would feel nothing orwould feel your head and hair. If you use thisspell to appear thinner than you are, the handof someone who reaches out to touch youwould bump into you while it was seeminglystill in midair. To discern that you aredisguised, a creature can use its action toinspect your appearance and must succeed on

Level-1 illusion

Disguise Self1 act. Self V,S 1 hr

Warlock DC 17 Mod +9

You teleport yourself from your currentlocation to any other spot within range. Youarrive at exactly the spot desired. It can be aplace you can see, one you can visualize, orone you can describe by stating distance anddirection, such as “200 feet straightdownward” or “upward to the northwest at a45- degree angle, 300 feet.” You can bringalong objects as long as their weight doesn'texceed what you can carry. You can also bringone willing creature of your size or smallerwho is carrying gear up to its carryingcapacity. The creature must be within 5 feet ofyou when you cast this spell. If you wouldarrive in a place already occupied by an objector a creature, you and any creature travelingwith you each take 4d6 force damage, and thespell fails to teleport you.

Level-4 conjuration

Dimension Door1 act. 500 ft V Inst

Warlock DC 17 Mod +9

For the duration, you understand the literalmeaning of any spoken language that youhear. You also understand any writtenlanguage that you see, but you must betouching the surface on which the words arewritten. It takes about 1 minute to read onepage of text. This spell doesn't decode secretmessages in a text or a glyph, such as anarcane sigil, that isn't part of a writtenlanguage.

Level-1 divination

Comprehend Languages1 act. Self V,S,M 1 hr

Warlock DC 17 Mod +9

Choose a humanoid that you can see withinrange. The target must succeed on a Wisdomsaving throw or be paralyzed for the duration.At the end of each of its turns, the target canmake another Wisdom saving throw. On asuccess, the spell ends on the target. At HigherLevels. When you cast this spell using a spellslot of 3rd level or higher, you can target oneadditional humanoid for each slot level above2nd. The humanoids must be within 30 feet ofeach other when you target them.

Level-2 enchantment

Hold Person1 act. 60 ft V,S,M Conc, 1 min

Warlock DC 17 Mod +9

You point your finger, and the creature thatdamaged you is momentarily surrounded byhellish flames. The creature must make aDexterity saving throw. It takes 2d10 firedamage on a failed save, or half as muchdamage on a successful one. At Higher Levels.When you cast this spell using a spell slot of2nd level or higher, the damage increase by1d10 for each slot level above 1st.

Level-1 evocation

Hellish Rebuke1 react. 60 ft V,S Inst

Warlock DC 17 Mod +9

A beam of crackling energy streak toward acreature within range. Make a ranged spellattack against the target. On a hit, the targettakes 1d10 force damage. The spell createsmore than one beam when you reach higherlevels: two beams at 5th level, three beams at11th level, and four beams at 17th level. Youcan direct the beams at the same target or atdifferent ones. Make a separate attack roll foreach beam.

Evocation cantrip

Eldritch Blast1 act. 120 ft V,S Inst

Warlock DC 17 Mod +9

A flickering flame appears in your hand. Theflame remains there for the duration andharms neither you nor your equipment. Theflame sheds bright light in a 10-foot radiusand dim light for an additional 10 feet. Thespell ends if you dismiss it as an action or ifyou cast it again. You can also attack with theflame, although doing so ends the spell. Whenyou cast this spell, or as an action on a laterturn, you can hurl the flame at a creaturewithin 30 feet of you. Make a ranged spellattack. On a hit, the target takes 1d8 firedamage. This spell's damage increases by 1d8when you reach 5th level (2d8), 11th level (3d8),and 17th level (4d8).

Conjuration cantrip

Produce Flame1 act. Self V,S 10 mins

Warlock DC 17 Mod +9

You create a sound or an image of an objectwithin range that lasts for the duration. Theillusion also ends if you dismiss it as an actionor cast this spell again. If you create a sound,its volume can range from a whisper to ascream. It can be your voice, someone else'svoice, a lion's roar, a beating of drums, or anyother sound you choose. The sound continuesunabated throughout the duration, or you canmake discrete sounds at different times beforethe spell ends. If you create an image of anobject—such as a chair, muddy footprints, or asmall chest—it must be no larger than a 5-footcube. The image can't create sound, light,smell, or any other sensory effect. Physicalinteraction with the image reveals it to be anillusion, because things can pass through it. Ifa creature uses its action to examine the soundor image, the creature can determine that it isan illusion with a successful Intelligence(Investigation) check against your spell save

Illusion cantrip

Minor Illusion1 act. 30 ft S,M 1 min

Warlock DC 17 Mod +9

A spectral, floating hand appears at a pointyou choose within range. The hand lasts forthe duration or until you dismiss it as anaction. The hand vanishes if it is ever morethan 30 feet away from you or if you cast thisspell again. You can use your action to controlthe hand. You can use the hand to manipulatean object, open an unlocked door or container,stow or retrieve an item from an opencontainer, or pour the contents out of a vial.You can move the hand up to 30 feet each timeyou use it. The hand can't attack, activatemagic items, or carry more than 10 pounds.

Conjuration cantrip

Mage Hand1 act. 30 ft V,S 1 min

Warlock DC 17 Mod +9

Page 6: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

Page 1 (reverse)

Disguise Selfan Intelligence (Investigation) check againstyour spell save DC.

(reverse)

Minor IllusionDC. If a creature discerns the illusion for whatit is, the illusion becomes faint to the creature.

(reverse)

Page 7: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

Page 2

A sudden loud ringing noise, painfullyintense, erupts from a point of your choicewithin range. Each creature in a10-foot-radius sphere centered on that pointmust make a Constitution saving throw. Acreature takes 3d8 thunder damage on a failedsave, or half as much damage on a successfulone. A creature made of inorganic materialsuch as stone, crystal, or metal hasdisadvantage on this saving throw. Anonmagical object that isn't being worn orcarried also takes the damage if it's in thespell's area. At Higher Levels. When you castthis spell using a spell slot of 3rd level orhigher, the damage increases by 1d8 for eachslot level above 2nd.

Level-2 evocation

Shatter1 act. 60 ft V,S,M Inst

Warlock DC 17 Mod +9

You can see and hear a particular creature youchoose that is on the same plane of existenceas you. The target must make a Wisdomsaving throw, which is modified by how wellyou know the target and the sort of physicalconnection you have to it. If a target knowsyou're casting this spell, it can fail the savingthrow voluntarily if it wants to be observed.Knowledge Save Modifier Secondhand (youhave heard of the target) +5 Firsthand (youhave met the target) +0 Familiar (you knowthe target well) -5 Connection Save ModifierLikeness or picture -2 Possession or garment-4 Body part, lock of hair, bit of nail, or thelike -10 On a successful save, the target isn'taffected, and you can't use this spell against itagain for 24 hours. On a failed save, the spellcreates an invisible sensor within 10 feet of thetarget. You can see and hear through thesensor as if you were there. The sensor moveswith the target, remaining within 10 feet of it

Level-5 divination

Scrying10 mins Self V,S,M Conc, 10 mins

Warlock DC 17 Mod +9

At your touch, all curses affecting one creatureor object end. If the object is a cursed magicitem, its curse remains, but the spell breaks itsowner's attunement to the object so it can beremoved or discarded.

Level-3 abjuration

Remove Curse1 act. Touch V,S Inst

Warlock DC 17 Mod +9

This spell creates an invisible, mindless,shapeless force that performs simple tasks atyour command until the spell ends. Theservant springs into existence in anunoccupied space on the ground within range.It has AC 10, 1 hit point, and a Strength of 2,and it can't attack. If it drops to 0 hit points,the spell ends. Once on each of your turns as abonus action, you can mentally command theservant to move up to 15 feet and interact withan object. The servant can perform simpletasks that a human servant could do, such asfetching things, cleaning, mending, foldingclothes, lighting fires, serving food, andpouring wine. Once you give the command,the servant performs the task to the best of itsability until it completes the task, then waitsfor your next command. If you command theservant to perform a task that would move itmore than 60 feet away from you, the spellends.

Level-1 conjuration

Unseen Servant1 act. 60 ft V,S,M 1 hr

Warlock DC 17 Mod +9

You extend your hand and point a finger at atarget in range. Your magic grants you a briefinsight into the target's defenses. On your nextturn, you gain advantage on your first attackroll against the target, provided that this spellhasn't ended.

Divination cantrip

True Strike1 act. 30 ft S Conc, 1 rnd

Warlock DC 17 Mod +9

You touch a living creature that has 0 hitpoints. The creature becomes stable. This spellhas no effect on undead or constructs.

Necromancy cantrip

Spare the Dying1 act. Touch V,S Inst

Warlock DC 17 Mod +9

Page 8: CLASS & LEVEL PLAYER NAME BACKGROUND CHARACTER …Page 1. You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the

Page 2 (reverse)

Scryingfor the duration. A creature that can seeinvisible objects sees the sensor as a luminousorb about the size of your fist. Instead oftargeting a creature, you can choose a locationyou have seen before as the target of this spell.When you do, the sensor appears at thatlocation and doesn't move.

(reverse)