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Warlock 1 Class & Level
Urchin Background
Silver Dragonborn Race
Lawful Evil Alignment

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 14
+2
charisma 15
+2
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+0 Athletics
+4 Deception
+0 History
+2 Insight
+2 Intimidation
+2 Investigation
+2 Medicine
+0 Nature
+2 Perception
+2 Performance
+2 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+2 Survival
skills WIS saving throws CHA saving throws Deception Investigation Sleight of Hand Stealth proficiencies

 
14
Armor Class
10
Hit Points
+3
Initiative
30
Speed
Attacks
Light Armor, Simple Weapons, Disguise Kit, Thieves' Tools
Proficiences
Eldritch Blast (cantrip)
Minor Illusiion (cantrip)
Burning Hands (1)
Unseen Servant (1)
Spellcasting
22 GP, Pet Mouse, Warm Shard of Obsidian, Leather Armor, 2 Daggers, Light Crossbow, Handaxe, Component Pouch, Backpack, Belt Pouch, Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 Rations, Waterskin, 50 ft Rope, Small Knife, Map of Saltmarsh, Common Clothes
Equipment
I ask a lot of questions
I like to squeeze into small places where no one else can get me
I bluntly say what other people are hinting at or hiding
Personality Traits
The rich need to be shown what life and death are like in the gutters
Ideals
I owe a debt I can never repay to the person who took pity on me
Bonds
I'd rather kill someone in their sleep than fight fair
Flaws
Medium Size
Cold Resistance
Breath Weapon: 15 ft cone, cold dmg, CON save, DC=12, 2d8 on hit, half dmg on miss, recharges w/ rest
Dark One's Blessing- After killing an enemy, gain 3 temp hp
City Secrets- When not in battle, can travel between any two locations in the city twice as fast as speed would normally allow
Shapeshit- 1/day, Action to morph into Small or Medium creature you have seen, same stats and equipment, lasts for 1 hr, can revert back w/out using action, automatically reverts back after being killed or knocked unconscious
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

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.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.


Class Features

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.  

Pact Boon

At 3rd level you choose which pact boon you'll use:
  1. Pact of the Chain: You get a familiar
  2. Pact of the Blade: You get a bonded magical weapon
  3. Pact of the Tome: You get a Book of Shadows (spell book)


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

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.   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


Subclass Options

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.  

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.  

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.  

The Hexblade

[Xan] You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. You gain proficiency with medium armor, shields, and martial weapons.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase +2 Strength, +1 Charisma
Size Medium
Speed 30 feet

Ability Score Increase - Your Strength scores increase by 2, and your Constitution score increases by 1 Age - Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 50 Alignment - Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiaimat, respectfully) Most Dragonborn are good, but those who side with TIaimat can be terrible villians Size - Dragonborn are taller and heavier then Humans, standing well over 6 feet tall and averaging almost 250 pounds, your size is medium Speed - Your base walking speed is 30 feet Draconic Ancestry - You have draconic ancestry, choose one typw of dragon from the draconic ancestry table, your breath weapon and damage resistance are determined by the dragon type, as shown in the table Breath Weapon -You can use your action to exhale destructive energy. Your draconinc ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + Your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. after you use your breath weapon, you cant use it again until you complete a short or long rest Damage Resilience - You have resistance to the damage type associated with your draconic ancestry Languages - You can speak, read, and write Commpn and Draconic, Draconic is through to be one of the oldest languages and is often used in the study of magic, The language sounds harsh to most other creatures and includes numerous harrd consonants and sibilants   Draconic Ancestery   Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft line (Dex save) Blue Lightning 6 by 30 ft line (Dex save) Brass Fire 7 by 30 ft line (Dex save) Bronze Lightning 8 by 30 ft line (Dex save) Copper Acid 9 by 30 ft line (Dex save) Gold Fire 15 ft cone (Dex save) Green Poison 15 ft cone (Dex save) Red Fire 15 ft cone (Dex save) Silver Cold 15 ft cone (Dex save) White Cold 15 ft cone (Dex save)

Languages. Common and Draconic

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components 1 Unseen Tomb

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: Spell creates another beam every 5 levels

Class(es): Antiquarian

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Unseen Servant

1-level Conjuration (ritual)

Casting Time 1 action
Range 60 ft
Duration 1 hour
Components V S M
Materials A piece of string and a bit of wood

This spell creates an Invisible, mindless, shapeless force that performs simple tasks at your Command until the spell ends. The servant springs into existence in an unoccupied 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 a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the Command, the servant performs the task to the best of its ability until it completes the task, then waits for your next Command.   If you Command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
 

Class(es): Bard, Warlock, Wizard

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.
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.

2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .

Class(es): Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Wixly.

Statblock Type

Character Sheet (Legacy)

Link/Embed