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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Ulynor
Character Name
Warlock 3
Class & Level
Acolyte
Background
Half-Elf
Race
Lawful Neutral
Alignment
2550
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
13
+
0
(Race)
DEXTERITY
+3
17
17
+
0
(Race)
CONSTITUTION
+4
18
18
+
0
(Race)
INTELLIGENCE
+2
15
15
+
0
(Race)
WISDOM
+3
16
16
+
0
(Race)
CHARISMA
+4
19
17
+
2
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
30
8
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
1 +1
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Light Crossbow+51D8+3 Piercing80/320 ft
Dagger+51D4+3 Piercing20/60 ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
14
DC
Cast Mod
2
Cantrip:
2
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

RacialDarkvision: You can see in darkness (shades of gray) up to 60 ft.

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

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

Religion

Intimidation


Class


Proficiencies: Deception

History

Otherworldly Patron: You have struck a bargain with an otherworldly being.

The Fiend

Pact Magic: You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 14, Spell Attack +6). You can use an arcane focus as a spellcasting focus.

Dark One’s Blessing: When you reduce a hostile creature to 0 HP, you gain 7 temp HP.

Dark One’s Blessing: (No Action)

Eldritch Invocations: You learn fragments of forbidden knowledge that imbue you with an abiding magical ability

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Voice of the Chain Master

You can communicate telepathically with your familiar, perceive through its senses, and speak through it in your own voice as long as you are on the same plane of existence.

Pact Boon: Your otherworldly patron bestows a gift upon you for your loyal service.

Pact of the Chain

You learn the find familiar spell, it doesn't count against your number of known spells, and you can cast it as a ritual. Your familiar can take on a more powerful form, and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Find Familiar(1st)

[b]Racial[/b][b]Darkvision:[/b] You can see in darkness (shades of gray) up to 60 ft.

[b]Fey Ancestry[/b] You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

[b]Skill Versatility[/b] You gain proficiency in two skills of your choice.

[b]Religion[/b]
Intimidation


[b]Class[/b]


[b]Proficiencies:[/b] Deception
History

[b]Otherworldly Patron:[/b] You have struck a bargain with an otherworldly being.

The Fiend

[b]Pact Magic:[/b] You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 14, Spell Attack [+6]). You can use an arcane focus as a spellcasting focus.

[b]Dark One’s Blessing:[/b] When you reduce a hostile creature to 0 HP, you gain 7 temp HP.

Dark One’s Blessing: (No Action)

[b]Eldritch Invocations:[/b] You learn fragments of forbidden knowledge that imbue you with an abiding magical ability

Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Voice of the Chain Master
You can communicate telepathically with your familiar, perceive through its senses, and speak through it in your own voice as long as you are on the same plane of existence.

[b]Pact Boon:[/b] Your otherworldly patron bestows a gift upon you for your loyal service.

Pact of the Chain
You learn the find familiar spell, it doesn't count against your number of known spells, and you can cast it as a ritual. Your familiar can take on a more powerful form, and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Find Familiar(1st)
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Light Crossbow
Leather Armor
Dagger 2
Bolts 20
Arcane Focus
Dungeoneer's pack
Holy symbol
prayer book
Stick of incense x5
Cest,emts
Common cloths
belt pouch
Lich Wand
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
15gp
WEALTH
Proficiencies:
ARMOR
Light Armor
WEAPONS
Simple Weapons
TOOLS
None
LANGUAGES
Common, Draconic, Elvish, Infernal, Sylvan
PROFICIENCIES & LANGUAGES
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
PERSONALITY TRAITS
Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
IDEALS
I owe my life to the priest who took me in when my parents died.
BONDS
I am suspicious of strangers and expect the worst of them.
FLAWS
 
Acolyte
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
DESCRIPTION & EXTRA INFO
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