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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Azreal Tolegore
Character Name
Warlock 3
Class & Level
Urchin
Background
Ogresh
Race
Chaotic Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
11
11
+
0
(Race)
WISDOM
+2
14
13
+
1
(Race)
CHARISMA
+3
16
14
+
2
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
22
22
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
13
DC
Cast Mod
2
Cantrip:
/
1st:
2
/
2
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial



Ogresh: (+1 Wisdom, +1 Constitution, +2 Charisma)


Takes One to Know One: You have advantage on saving throws against being charmed.


Powerful Build: I count as one size larger when determining my carrying capacity and the weight I can push, drag, or lift.


Gift of Gab: You gain proficiency with two of the following skills of your choice - Persuasion, Insight, Deception, and Performance.


A Friendly Ear: Once per short rest, you can attempt to charm a non-hostile creature you are conversing with if you converse with them for at least one minute. The creature must make Wisdom saving throw, the DC for the saving throw equals 8 + your Charisma modifier + your proficiency bonus.

Skills: Choose two from Persuasion, Insight, Deception, and Performance

Saves: I have advantage on saving throws against conditions to avoid or end the following: charmed.

Class

Nocturnal Predator:

I have darkvision out to a range of 60 feet. If I already have darkvision, increase the range by 60 feet.

Drain Life: When I use the Attack action or cast a spell, I can use a bonus action on the same turn to make a melee spell attack against a creature within 5 feet of me. My attack deals necrotic damage equal to 1d6 + my Charisma ability modifier on a hit.. When I hit a creature with this feature, I can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. When I expend a spell slot to enhance the attack in this way, I regain hit points equal to the total damage dealt..

The First Vampire Spells: false life, bane, alter self, levitate, conjure animals, gaseous form, dominate beast, greater invisibility, dominate person, seeming

Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

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

Pact of the Chain: You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, 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.

[b]Racial[/b]



[b]Ogresh[/b]: (+1 Wisdom, +1 Constitution, +2 Charisma)


[b]Takes One to Know One[/b]: You have advantage on saving throws against being charmed.


[b]Powerful Build[/b]: I count as one size larger when determining my carrying capacity and the weight I can push, drag, or lift.


[b]Gift of Gab[/b]: You gain proficiency with two of the following skills of your choice - Persuasion, Insight, Deception, and Performance.


[b]A Friendly Ear[/b]: Once per short rest, you can attempt to charm a non-hostile creature you are conversing with if you converse with them for at least one minute. The creature must make Wisdom saving throw, the DC for the saving throw equals 8 + your Charisma modifier + your proficiency bonus.

[b]Skills[/b]: Choose two from Persuasion, Insight, Deception, and Performance

[b]Saves[/b]: I have advantage on saving throws against conditions to avoid or end the following: charmed.

[b]Class[/b]

[b]Nocturnal Predator[/b]:
I have darkvision out to a range of 60 feet. If I already have darkvision, increase the range by 60 feet.

[b]Drain Life[/b]: When I use the Attack action or cast a spell, I can use a bonus action on the same turn to make a melee spell attack against a creature within 5 feet of me. My attack deals necrotic damage equal to 1d6 + my Charisma ability modifier on a hit.. When I hit a creature with this feature, I can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. When I expend a spell slot to enhance the attack in this way, I regain hit points equal to the total damage dealt..

[b]The First Vampire Spells[/b]: [spell]false life[/spell], [spell]bane[/spell], [spell]alter self[/spell], [spell]levitate[/spell], [spell]conjure animals[/spell], [spell]gaseous form[/spell], [spell]dominate beast[/spell], [spell]greater invisibility[/spell], [spell]dominate person[/spell], [spell]seeming[/spell]

[b]Agonizing Blast:[/b] When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

[b]Devil’s Sight:[/b] You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

[b]Pact of the Chain:[/b] You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, 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.
FEATURES & TRAITS
3d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Light Crossbow
5
1
Spear
3
2
Dagger
2
1
Leather Armor [11+Dex]
10
20
Bolts
1.5
1
Component Pouch
2
1
Dungeoneers Pack
61.5
Total: 115.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light armor, simple weapons
Languages: 3
PROFICIENCIES & LANGUAGES
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
PERSONALITY TRAITS
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
IDEALS
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
BONDS
I am inflexible in my thinking.
FLAWS
 
Tethren was born with his mother's beautiful face. He struck it rich when he found rare goods in large quantities. He is untrained/undisciplined, which makes him dangerous.
DESCRIPTION & EXTRA INFO
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