Sorlock Level7

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Name: Player:
7 Class: Divine Soul 5, Warlock (the Hexblade) 2
Experience: 23.000 Add: Next level: 34.000
Background: Pirate
LEVEL Race: Half-Elf Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +4 Acrobatics (DEX)
Ability Save DC 0 Animal Handling (WIS)
+3
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY 0 Arcana (INT)
8 STR -1 -1
BONUS +
8+
15
Cha +2 Athletics (STR)
STRENGTH

Senses +4 Deception (CHA)


13 DEX +1 +1 0
Proficiency History (INT)
DEXTERITY
13 Passive Perception
Bonus 0 Insight (WIS)
15 CON +2 +5
Darkvision 60 ft
+7 Intimidation (CHA)
CONSTITUTION INSPIRATION
+3 Investigation (INT)

10 INT 0 0 Limited Features SR LR Dawn 0 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED 0 Nature (INT)
10 WIS 0 0 Favored by the Gods 1 SR +3 Perception (WIS)
WISDOM
Font of Magic (Sorcery points) 5 LR +4 Performance (CHA)

18 CHA +4 +7 Faerie Fire 1 LR +7 Persuasion (CHA)


CHARISMA
Darkness 1 LR 0 Religion (INT)
Hexblade's Curse 1 SR +1 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +1 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
0 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +1 Initiative 1 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
ARMOR
BONUS
+
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 1
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 37 Heal
DIE LIVE
2 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 5 × d6 + 2 II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Ray of Frost ✔ Cha 60 ft +7 2d8 Cold Attack / Cast a Spell


Target -10 ft speed until start of my next turn (PHB 271) Dash / Disengage / Dodge

Light Crossbow ✔ Dex 80/320 ft +4 1d8+1 Piercing Escape Grapple / Help / Hide
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Ammunition, loading, two-handed Ready / Search / Use Object


Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Faerie Fire
Darkness
BONUS ACTIONS REACTIONS USED THIS ROUND

Font of Magic Opportunity Attack


Quickened Spell
Hexblade's Curse

TYPE TOTAL TYPE TOTAL


Bolts
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits
Half-drow (+2 Charisma and +1 to two other ability scores of my choice)
Drow Magic: IDEAL
I know the Dancing Lights cantrip.
Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest.
Once I reach 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells.
BOND

Choose Feature
Class Features FLAW

Divine Soul, level 5:


◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 6 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus Feats
◆ Divine Magic (Divine Soul 1, XGtE 50)
When I select my 1st level or higher spells, I can also pick spells from the cleric spell list Elven Accuracy XGtE, page 74
FEAT:
These cleric spells count as sorcerer spells for me
Whenever I have advantage on an attack roll that uses Dexterity, Intelligence, Wisdom, or
I also learn a spell based on my affinity, use the "Choose Feature" button above for this
Charisma, I can reroll one of the dice once. [+1 Dexterity, Intelligence, Wisdom, or
◆ Favored by the Gods (Divine Soul 1, XGtE 50) [1× per short rest]
Charisma]
If I fail a saving throw or miss with an attack roll, I can add 2d4 to the total
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery points, 5× per long rest] FEAT:
As a bonus action, I can use sorcery points to create spell slots and vice versa
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots at the following rate:
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
FEAT:
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
Use the "Choose Features" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written

FEAT:
Warlock (the Hexblade), level 2:
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 3 spells known]
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
I regain these spell slots on a short rest FEAT:
◆ Hex Warrior (the Hexblade 1, XGtE 55)
I gain proficiency with medium armor, shields, and martial weapons
When I finish a long rest, I can imbue one weapon I touch with my will
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity
Add Equipment
I have to be proficient with the weapon and that is can't have the two-handed property
This benefit also works with every weapon from Pact of the Blade, with no restriction Equipment
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
• I add my proficiency bonus to damage rolls against the cursed target
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Use the "Choose Features" button above to add Eldritch Invocations to the third page
Whenever I gain a warlock level, I can replace an invocation I know with another

Background Feature
Bad Reputation
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No matter where I go, people are afraid of me due to my reputation. When I am in a


civilized settlement, I can get away with minor criminal offenses, such as refusing to pay
for food at a tavern or breaking down doors at a local shop, since most people will not
report my activity to the authorities.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR × 5 81 - STR × 10 121 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 80 lb -10 FT SPEED
120 lb -D20 FT SPEED
240 lb SPEED = 5 FT
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common Navigator's tools DAILY PRICE: 1 gp
Elvish Vehicles (water)
GEMS AND OTHER VALUABLES:
Undercommon

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER:

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

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
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. MAGIC ITEM: ATTUNED
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.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
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.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
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.
Unconscious MAGIC ITEM: ATTUNED
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
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
If spell/cantrip has a target of one and not self, I can aim it at second target within range

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TOTAL WEIGHT TOTAL WEIGHT

Other Holdings
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations


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Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance
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Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
Notes Page Options

Notes
0
Guidance
Minor illusion
Ray of frost
Prestidigitation
Mage Hand

1st
Shield
Sleep
Absorb elements

2nd
Scorching ray
Spiritual weapon
Mirror image
Misty Step

3rd
Fireball
Counterspell

Invocations:
Agonizing blast
Devil sight

0
Eldritch blast
Toll the dead

1
Hex
Shield
Armor of agathys

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