0% found this document useful (0 votes)
2 views7 pages

Maxwell

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 7

Level 1 Human Warlock, The Great Old One 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Maxwell
Urchin Lawful Evil Willrack
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR War Caster. You have advantage on Constitution


STRENGTH Leather 13 saving throws that you make to maintain your
concentration on a spell when you take damage.You
PROFICIENCY BONUS +2
8
SHIELD
AC can perform the somatic components of spells even
when you have weapons or a shield in one or both
N
CIE C
hands.When a hostile creature’s movement
-1 Strength provokes an opportunity attack from you, you can
Y
PROFI

-1 use your reaction to cast a spell at the creature,


+2 Dexterity
rather than making an opportunity attack. The spell
+2 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
+0 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY

14 ✘


+3 Wisdom

+5 Charisma
10 1d8 Awakend Mind. You can communicate
telepathically with any creature you can see within
CONDITIONAL
30 feet of you. You don’t need to share a language
with the creature for it to understand your
+2 telepathic utterances, but the creature must be able
to understand at least one language.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +0 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE +3 Deception (Cha)

10 +0 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+1 Medicine (Wis)
WISDOM +0 Nature (Int)

12 ✘ +3 Perception (Wis)
+3 Performance (Cha)
+3 Persuasion (Cha)
+1 +0 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)

16 +1 Survival (Wis)
SKILLS

+3 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Dagger 20/60 +4 vs AC 1d4+2 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Simple Weapons
Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown Tool Proficiencies. Disguise kit, Thieves’ tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 20 4'8" 120 lb.
GENDER AGE HEIGHT WEIGHT
Maxwell White White Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls
who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness
I ask a lot of questions. without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through
I like to squeeze into small places where no one else cunning, strength, speed, or some combination of each.
can get to me.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you
come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
PERSONALITY TRAITS

Change. The low are lifted up, and the high and
mighty are brought down. Change is the nature of
things. (Chaotic)

IDEAL

I escaped my life of poverty by robbing an important


person, and I’m wanted for it.

BOND

It’s not stealing if I need it more than someone else.

FLAW BACKGROUND STORY

City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.

BACKGROUND FEATURE

A gold coin

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Dagger] 1 1
[Dagger] 1 1
[Leather] 1 10
Crossbow Bolt 20 1
Crossbow, Light 1 5
Component Pouch 1 2
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Pouch 1 1
Clothes, Common 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

85.7 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Great Old One

CANTRIPS Eldritch Blast Mage Hand

1ST LEVEL 1 SPELL SLOTS Dissonant Whispers Hex


Eldritch Blast Mage Hand Dissonant Whispers
Evocation Cantrip Conjuration Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

A beam of crackling energy streaks toward a creature within range. A spectral, floating hand appears at a point you choose within range. You whisper a discordant melody that only one creature of your
Make a ranged spell attack against the target. On a hit, the target The hand lasts for the duration or until you dismiss it as an action. choice within range can hear, wracking it with terrible pain. The
takes 1d10 force damage. The hand vanishes if it is ever more than 30 feet away from you or if target must make a Wisdom saving throw. On a failed save, it takes
The spell creates more than one beam when you reach higher you cast this spell again. 3d6 psychic damage and must immediately use its reaction , if
levels: two beams at 5th level, three beams at 11th level, and four You can use your action to control the hand. You can use the hand available, to move as far as its speed allows away from you. The
beams at 17th level. you can direct the beams at the same target or to manipulate an object, open an unlocked door or container, stow or creature doesn’t move into obviously dangerous ground, such as a
at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of fire or a pit. On a successful save, the target takes half as much
a vial. You can move the hand up to 30 feet each time you use it. The damage and doesn’t have to move away. A deafened creature
hand can’t attack, activate magic items, or carry more than 10 automatically succeeds on the save.
pounds. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Hex
1st-level enchantment

CASTING TIME 1 bonus action


RANGE 90 feet
DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (the petrified eye of a newt)

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.

Pact Magic (Warlock) Player’s Handbook


Dagger Dagger Leather
Weapons Weapons Armor

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 10 lb. Player’s Handbook

Crossbow Bolt Crossbow, Light Component Pouch


Ammunition Weapons Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged A component pouch is a small, watertight leather belt
attack. pouch that has compartments to hold all the material
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).

1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 2 lb. Player’s Handbook

Backpack Crowbar Hammer


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook


Piton Torch Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

Pouch Clothes, Common


Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

1 lb. Player’s Handbook 3 lb. Player’s Handbook

You might also like