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Warlock 1 Alberto

Half-Elf 200 (300)


Sage
Alberto

2
13 2 30
0 0

10 2
2 8

1
X 2
2 X 5
15

2 0 d8

14 3
X

3
1 Backpack (Adventuring Gear)

X
3 Bag (Sand) (Adventuring Gear)
12 Belt Pouch (Adventuring Gear)
0 180 Book (Adventuring Gear)

Clothes, Common (Adventuring Gear) Two of your choice, Common, Elvish,


3 Component Pouch (Adventuring Gear) Choice
0 3
Crossbow, Light (Weapon)
Weapon: Simple weapons, Armor:
X Dagger (Weapon)
119
Light armor
-Equiped ()
10 0
Ink (1-ounce Bottle) (Adventuring Gear)

Ink Pen (Adventuring Gear)


1
Knife (Small) (Adventuring Gear)

3 X 2 Leather (Armor)

Mask of the Nightbringers (Mask)


3 Parchment (One Sheet) (Adventuring Gear)
16

X 5

X 3

2
Crossbow, Light () +4 d8+2 piercing
2
Dagger () +2 d4 piercing
Dagger () +4 d4+2 piercing
0

12

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Alberto

Weapons

Name Properties Ammo Prof Attack Damage


Crossbow, Light Yes +4 d8+2 piercing

Dagger Yes +2 d4 piercing

Dagger Yes +4 d4+2 piercing

Spells Spell Ability: charisma Base Attack: 3 Base DC: 11 Prepared:

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

0 0 0 0 0 0 0 0 0

Long Rest

Casting Time: Range: Duration:


Components: Source:

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Feats, Features, Traits

Feature

Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you
often know where and from whom you can obtain it. Usually, this information comes from a
library, scriptorium, university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it
simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

The Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims
are evil, even if you strive against those aims. Such beings desire the corruption or
destruction of all things, ultimately including you. Fiends powerful enough to forge a pact
include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils
such as A smodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are
especially mighty; and ultroloths and other lords of the yugoloths.
Features

Expanded Spell List (Fiend) The Fiend lets you choose from an expanded list of spells when you learn a warlock spell.
The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
Warlock Level - Spell

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility
with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the
warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional
warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of
the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level
of those slots is; all of your spell slots are the same level. To cast one of your warlock spells
of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when
you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level
spell thunderwave , you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of
your choice of 1st level and higher. A spell you choose must be of a level no higher than what'
s shown in the table's Slot Level column for your level. When you reach 6th level, for example
, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you
know and replace it with another spell from the warlock spell list, which also must be of a
level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma
whenever a spell refers to your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a warlock spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock
spells.

Dark One's Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary
hit points equal to your Charisma modifier + your warlock level (minimum of 1).

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Trait

Skill Versatility You gain proficiency in two skills of your choice.


Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Inventory

Count Name Cost Weight Properties


1 -Equiped 0

Adventuring Gear

1 Backpack 2 gp 5
1 Bag (Sand) 1 gp 0.05
1 Belt Pouch 5 sp 1
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A
compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

1 Book 25 gp 5
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and
notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of
spells is a spellbook (described later in this section).

1 Clothes, Common 5 sp 3
1 Component Pouch 25 gp 2
A component pouch is a small, watertight leather belt 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).

2 Ink (1-ounce Bottle) 10 gp 0.06


1 Ink Pen 2 cp 0.02
1 Knife (Small) 1 gp 0.25
1 Parchment (One Sheet) 1 sp 0.02

Armor

1 Leather 10 gp 10
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without
sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor
type to determine your Armor Class.
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.

Mask

1 Mask of the Nightbringers 0


If anyone puts on the mask, they will receive the same benefits as if they had just completed a short rest. They will
also receive +1 to all rolls for an hour (so long as they wear the mask). These benefits may only be used once per day.

Weapon

1 Crossbow, Light 25 gp 5 Ammunition (range 80/320), loading, two-handed


2 Dagger 2 gp 1 Finesse, light, thrown (range 20/60)

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