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9 Warlock (the Archfey)


Ventril Zelras
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Guild Artisan Elf, High 48,000 Add: 64,000


BACKGROUND Alchemists and apothecaries RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR +1 INT
PRO

11 Armor Leather

66 +4 13
Set Max HP
STRENGTH +2 DEX +5 WIS
Shield

-1 +2 CON
RESISTANCES
+7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. being charmed; Magic +2 ARMOR

+2 can't put me to sleep; Adv. on Con


(Concentration) saves when
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
damaged
14 SUCCESSES LEVEL DIE USED ENCUMBERED
Hide 2nd DC
9 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY SAVE DC
ABILITY
CHARISMA
SAVE DC INTELLIGENCE 13
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) Light

PRO
Medium Heavy Shields
PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+5 Arcana (Int) > Fey Presence 1 SR Longbow, Longsword, Shortsword
INTELLIGENCE -1 Athletics (Str) > Misty Escape 1 SR LANGUAGES TOOLS & OTHERS

+1
+3 Deception (Cha) > Common Alchemist's Supplies
+1 History (Int) > Undercommon
+5 Insight (Wis) Elvish
12
>

+3 Intimidation (Cha) > Sylvan


+1 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+5 Perception (Wis)
12 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+7 Persuasion (Cha) > Fey Presence < Misty Escape (taking damage) <

CHARISMA +1 Religion (Int) > < Opportunity Spell <

+3 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

+1 Survival (Wis) > < <


17 > < <
Alchemist's Supplies
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Agonizing Blast Cha 120 ft +7 21d10+3 Force


>
Each d10 is a separate beam requiring separate rolls (PHB 237)
DESCRIPTION
Darkvision 60 ft; Devil's Sight 120 ft
Sword Burst Cha 5 ft DC 15 2d6 Force
>
Dex save, success - no damage; all creatures in range (SCAG 143)
SENSES Shortsword Dex Melee +6 1d6+2 Piercing
>
Finesse, light
NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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Warlock (the Archfey), level 9:
Pact Magic (Warlock 1, PHB 107) [3 cantrips & 10 spells known] I always want to know how things work and what makes people
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability tick.
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
Fey Presence (the Archfey 1, PHB 109) [1 per short rest] PERSONALITY TRAITS
As an action, all creatures in a 10-ft cube around me must make a Wisdom save
If failed, they're all charmed or frightened (my choice) until the end of my next turn Freedom: Everyone should be free to pursue his or her own
Eldritch Invocations (Warlock 2, PHB 107) [5 invocations known] livelihood. (Chaotic)
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 IDEALS
Pact of the Tome (Warlock 3, PHB 108)
I have a Book of Shadows with any three cantrips of my choosing I will get revenge on the evil forces that destroyed my place of
I can cast these cantrips as long as I have the book on my person business and ruined my livelihood.
Regardless of the lists they come from, these count as warlock cantrips to me
I can get a replacement book with a 1-hour ceremony during a short or long rest
BONDS
Misty Escape (the Archfey 6, PHB 109) [1 per short rest]
As a reaction, when I take damage, I can turn invisible and teleport up to 60 ft
I'll do anything to get my hands on something rare or priceless.
I stay invisible until the start of my next turn or until I attack or cast a spell

Lev 08 Ability Improvement: +2 Charisma


FLAWS

Feature Name: Guild Membership

5 gp membership fees per month: The guild offers lodging if


possible. In case of being accused of a crime, the guild will support
me if a good case can be made for my innocence or the crime is
justifiable. I can also gain access to powerful political figures
through the guild, as long as I'm in good standing and the guild is
paid enough.
BACKGROUND FEATURE

High Elf (+2 Dexterity, +1 Intelligence)


Trance: Elves don't need to sleep, but meditate semiconsciously, for
4 hours a day. While meditating, I can dream after a fashion; such
dreams are actually mental exercises that have become reflexive
through years of practice. After resting in this way, I gain the same
benefit that a human does from 8 hours of sleep, but I still need 8
hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard spell list.
Intelligence is my spellcasting ability for it. (Light)

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Leather Armour 1 10 > Book with Lewd Pics 1 5 >
> Alchemist's Supplies 1 > Silk Cloak w/ Heraldic Symbol 1 >
> Shortsword 2 2 > "Magical" Arrows 20 0.05 > SP
> Dagger 2 1 > 500gold Pendant 1 >
> Guild Invitation 1 > Potion of Poison 1 >
EP
> Blight Stone 1 > Mana Potion 2 >
> Archfey Necklace 1 > Moonshine (litre) 2 >
> Dungoneer's Pack 1 > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
22 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 16 SUBTOTAL 6 SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Book of Ancient Secrets (Eldritch Invocation, PHB 110)
I can add any two 1st-level spells that have the ritual tag to my Book of Shadows > FEAT: War Caster (PHB, page 170)
If I come across spells with the ritual tag, I can transcribe them into my book, as well Advantage on Con saves to maintain concentration on spells
I can cast any of these spells in my Book of Shadows as rituals, but not as normal spells when damaged. Perform somatic components even when
I can cast my known warlock spells as rituals if they have the ritual tag holding weapons or shield in one or both hands. Cast spell of 1
Eldritch Sight (Eldritch Invocation, PHB 110) action casting time that targets only one creature instead of an
I can cast Detect Magic at will, without using spell slots (PHB 231) opportunity attack.
Agonizing Blast (Eldritch Invocation, PHB 110)
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip > FEAT:

Devil's Sight (Eldritch Invocation, PHB 110)


I can see in magical and nonmagical darkness out to 120 ft
Repelling Blast (Eldritch Invocation, PHB 111)
I can have creatures hit by my Eldritch Blast cantrip be pushed 10 ft away from me

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Ventril Zelras
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Ventril Zelras
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams Evoc 1a 120 ft V,S Instantaneous P 237
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book Illus 1a 30 ft S,M 1 min (D) P 260
> Sword Burst All crea in range save or 1d6 Force damage; +1d6 at CL 5, 11, and 17 Dex Conj 1a 5 ft V Instantaneous S 143
> Druidcraft (Tome) Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect Trans 1a 30 ft V,S Instantaneous P 236
> Mending (Tome) Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item Trans 1 min Touch V,S,M Instantaneous P 259
> Spare the Dying (Tome) 1 living creature with 0 current hp becomes stable Necro 1a Touch V,S Instantaneous P 277
> Light (Trait) 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances Evoc 1a Touch V,M 1 h (D) P 255

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg Abjur 1a Self V,S,M 1 h P 215
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers Div 1a Self V,S,M 1 h P 224
> Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) Div 1 min Touch V,S,M Instantaneous P 252
> Detect Magic (R) (Free) Know presence of magic within 30 ft; 1 a to see auras and determine school Div 1a Self V,S Conc, 10 min P 231

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by you; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Gaseous Form 1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves Con Trans 1a Touch V,S,M Conc, 1 h P 244
> Hunger of Hadar 20-ft rad blinds all while in; all start turn in 2d6 Cold dmg; all end turn in save or 2d6 Acid dmg Dex Conj 1a 150 ft V,S,M Conc, 1 min P 251
> Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) Abjur 1 min 10 ft V,S,M 1 h P 256
> Major Image 20-ft cube illusion includes visible, audible, olfactory, temperature; 1 a move it; SL6: no conc.; see B Illus 1a 120 ft V,S,M Conc, 10 min P 258
> Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest Trans 1 a/8h 150 ft V,S Instantaneous P 266

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
> Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft V,S Instantaneous P 219
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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