Warlock (6) Haunted One
CLASS & LEVEL BACKGROUND PLAYER NAME
Human/Illuskan Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
12 +1 30
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
Hit Point Maximum 51
0 Strength
DEXTERITY
+1 Dexterity
13 +6 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
+1 +4 Wisdom
+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16 +1 Acrobatics (Dex) Total 6d8
SUCCESSES
+3 +1 Animal Handling (Wis) FAILURES
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0 Athletics (Str)
12 +6 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
-------------Reactions-------------
Quarterstaff +3 1d6 bludgeoning Entropic Ward. Impose disadvantage on an
+1 +1 Insight (Wis)
attack roll against you, if it misses, gain
+6 Intimidation (Cha) Crossbow, light +4 1d8 + 1 piercing advantage on your next attack roll against
the attacker (use once/rest, see PHB 110).
WISDOM +4 Investigation (Int)
+1 Medicine (Wis)
12 +1 Nature (Int)
(additional features & traits on page 2)
+1 Perception (Wis)
+1
+3 Performance (Cha)
CHARISMA +6 Persuasion (Cha)
+1 Religion (Int)
17 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
+3
+1 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
11 PASSIVE WISDOM (PERCEPTION)
CP
Monster Hunter's Pack (1);
Crystal (1); Leather (1); Knife,
Small (1); Crossbow bolt (20);
SP
Book (1); Ink pen (1); Bag of
Weapon Proficiencies: Simple Sand (1); Parchment (10);
Backpack (1); Ink (1)
Armor Proficiencies: Light
EP
Language Proficiencies: Common; Dwarvish;
Elvish; Undercommon GP
PP
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Awakened Mind. Speak telepathically to a creature (range 30 fts, see PHB 110).
Eldritch Invocation: Book of Ancient Secrets. Inscribe and cast rituals (see PHB 110).
Eldritch Invocation: Mask of Many Faces. Cast disguise self at will (see PHB 111).
Eldritch Invocation: Misty Visions. Cast silent image at will (see PHB 111).
Heart of Darkness. Commoners do their utmost to help you, even fighting along side you (see
COS 209).
Pact Boon: Pact of the Tome. You have a spellbook with 3 extra cantrips (see PHB 108).
Resilient Feat. Increase ability by 1 and gain proficiency in saves with that ability (see PHB 168).
War Caster Feat. Adv. on CON saves for spell concentration; somatic components with weapons
or shield in hand; cast spell as opporunity attack (see PHB 170).
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Eldritch Blast Counterspell
Friends Dispel Magic
Mage Hand Hunger of Had.
Shocking Grasp (uses Book of Shadows) Magic Circle
Spare the Dying (uses Book of Shadows)
Vicious Mockery (uses Book of Shadows)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Disguise Self (at will)
Find Familiar (Book of Ancient Secrets Ritual)
4
Hex
Identify (Book of Ancient Secrets Ritual)
SPELLS KNOWN
Silent Image (at will)
2
Detect Thoughts
Hold Person
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Page 1
Level-3 abjuration Level-2 divination Level-1 illusion
Counterspell Detect Thoughts Disguise Self
1 react. 60 ft S Inst 1 act. Self V,S,M Conc, 1 min 1 act. Self V,S 1 hr
Interrupt a spell of 3rd level or lower or make For the duration, you can read the thoughts of You make yourselfincluding your clothing,
a spellcasting ability check of DC 10 + spells certain creatures. When you cast the spell armor, weapons, and other belongings on
level to interrupt a spell of 4th level or greater. and as your action on each turn until the spell your person look different until the spell
At higher levels, the spell is automatically ends, you can focus your mind on any one ends or until you use your action to dismiss it.
countered if it is of level equal to or lower creature that you can see within 30 feet of You can seem 1 foot shorter or taller and can
than the slot used. (see PHB 228 for more you. If the creature you choose has an appear thin, fat, or in between. You can't
details) Intelligence of 3 or lower or doesn't speak any change your body type, so you must adopt a
language, the creature is unaffected. You form that has the same basic arrangement of
initially learn the surface thoughts of the limbs. Otherwise, the extent of the illusion is
creaturewhat is most on its mind in that up to you. The changes wrought by this spell
moment. As an action, you can either shift fail to hold up to physical inspection. For
your attention to another creature's thoughts example, if you use this spell to add a hat to
or attempt to probe deeper into the same your outfit, objects pass through the hat, and
creature's mind. If you probe deeper, the anyone who touches it would feel nothing or
target must make a Wisdom saving throw. If it would feel your head and hair. If you use this
fails, you gain insight into its reasoning (if spell to appear thinner than you are, the hand
any), its emotional state, and something that of someone who reaches out to touch you
looms large in its mind (such as something it would bump into you while it was seemingly
worries over, loves, or hates). If it succeeds, still in midair. To discern that you are
the spell ends. Either way, the target knows disguised, a creature can use its action to
that you are probing into its mind, and unless inspect your appearance and must succeed
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Level-3 abjuration Evocation cantrip Level-1 conjuration
Dispel Magic Eldritch Blast Find Familiar
1 act. 120 ft V,S Inst 1 act. 120 ft V,S Inst 1 hr 10 ft V,S,M Inst
Choose one creature, object, or magical A beam of crackling energy streak toward a Summon a familiar that obeys your
effect within range. Any spell of 3rd level or creature within range. Make a ranged spell commands.
lower on the target ends. For each spell of attack against the target. On a hit, the target
4th level or higher on the target, make an takes 1d10 force damage. The spell creates
ability check using your spellcasting ability. more than one beam when you reach higher
The DC equals 10 + the spell's level. On a levels: two beams at 5th level, three beams at
successful check, the spell ends. At Higher 11th level, and four beams at 17th level. You
Levels. When you cast this spell using a spell can direct the beams at the same target or at
slot of 4th level or higher, you automatically different ones. Make a separate attack roll for
end the effects of a spell on the target if the each beam.
spell's level is equal to or less than the level
of the spell slot you used.
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Enchantment cantrip Level-1 enchantment Level-2 enchantment
Friends Hex Hold Person
1 act. Self S,M Conc, 1 min 1 b.a. 90 ft V,S,M Conc, 1 hr 1 act. 60 ft V,S,M Conc, 1 min
Gain advantage on all CHA checks on a Curse a creature, it takes an extra 1d6 Choose a humanoid that you can see within
non-hostile creature of your choice. It is damage necrotic damage from your attacks range. The target must succeed on a Wisdom
aware of the charm after the spell ends. (see and has disadvantage on ability checks of a saving throw or be paralyzed for the duration.
PHB 244 for more details) type you choose. You can retarget the curse At the end of each of its turns, the target can
if the creature falls to 0 HPs. Increase make another Wisdom saving throw. On a
duration to 8 hrs. with 3rd or 4th level slot or success, the spell ends on the target. At
to 24 hrs. with a 5th level or higher slot. (see Higher Levels. When you cast this spell using
PHB 251 for more details) a spell slot of 3rd level or higher, you can
target one additional humanoid for each slot
level above 2nd. The humanoids must be
within 30 feet of each other when you target
them.
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Page 1 (reverse)
Disguise Self (reverse) Detect Thoughts (reverse)
on an Intelligence (Investigation) check you shift your attention to another creature's
against your spell save DC. thoughts, the creature can use its action on
its turn to make an Intelligence check
contested by your Intelligence check; if it
succeeds, the spell ends. Questions verbally
directed at the target creature naturally shape
the course of its thoughts, so this spell is
particularly effective as part of an
interrogation. You can also use this spell to
detect the presence of thinking creatures you
can't see. When you cast the spell or as your
action during the duration, you can search for
thoughts within 30 feet of you. The spell can
penetrate barriers, but 2 feet of rock, 2 inches
of any metal other than lead, or a thin sheet
of lead blocks you. You can't detect a
creature with an Intelligence of 3 or lower or
one that doesn't speak any language. Once
you detect the presence of a creature in this
way, you can read its thoughts for the rest of
the duration as described above, even if you
can't see it, but it must still be within range.
Page 2
Level-3 conjuration Level-1 divination Conjuration cantrip
Hunger of Had. Identify Mage Hand
1 act. 150 ft V,S,M Conc, 1 min 1 min Touch V,S,M Inst 1 act. 30 ft V,S 1 min
Create a 20 ft. radius orb of darkness that You choose one object that you must touch A spectral, floating hand appears at a point
cannot be illuminated. Creatures fully within throughout the casting of the spell. If it is a you choose within range. The hand lasts for
the orb are blinded. It is difficult terrain and magic item or some other magic-imbued the duration or until you dismiss it as an
creatures that start their turn there takes 2d6 object, you learn its properties and how to action. The hand vanishes if it is ever more
cold damage. Any creature that ends it's turn use them, whether it requires attunement to than 30 feet away from you or if you cast this
there must succeed on a DEX save or take use, and how many charges it has, if any. spell again. You can use your action to
2d6 acid damage. (see PHB 251 for more You learn whether any spells are affecting the control the hand. You can use the hand to
details) item and what they are. If the item was manipulate an object, open an unlocked door
created by a spell, you learn which spell or container, stow or retrieve an item from an
created it. If you instead touch a creature open container, or pour the contents out of a
throughout the casting, you learn what spells, vial. You can move the hand up to 30 feet
if any, are currently affecting it. each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Level-3 abjuration Evocation cantrip Level-1 illusion
Magic Circle Shocking Grasp Silent Image
1 min 10 ft V,S,M 1 hr 1 act. Touch V,S Inst 1 act. 60 ft V,S,M Conc, 10 mins
You create a 10-foot-radius, 20-foot-tall Lightning springs from your hand to deliver a You create the image of an object, a creature,
cylinder of magical energy centered on a shock to a creature you try to touch. Make a or some other visible phenomenon that is no
point on the ground that you can see within melee spell attack against the target. You larger than a 15-foot cube. The image
range. Glowing runes appear wherever the have advantage on the attack roll if the target appears at a spot within range and lasts for
cylinder intersects with the floor or other is wearing armor made of metal. On a hit, the the duration. The image is purely visual; it
surface. Choose one or more of the following target takes 1d8 lightning damage, and it isn't accompanied by sound, smell, or other
types of creatures: celestials, elementals, fey, can't take reactions until the start of its next sensory effects. You can use your action to
fiends, or undead. The circle affects a turn. The spell's damage increases by 1d8 cause the image to move to any spot within
creature of the chosen type in the following when you reach 5th level (2d8), 11th level range. As the image changes location, you
ways: The creature can't willingly enter the (3d8), and 17th level (4d8). can alter its appearance so that its
cylinder by nonmagical means. If the creature movements appear natural for the image. For
tries to use teleportation or interplanar travel example, if you create an image of a creature
to do so, it must first succeed on a Charisma and move it, you can alter the image so that it
saving throw. The creature has appears to be walking. Physical interaction
disadvantage on attack rolls against targets with the image reveals it to be an illusion,
within the cylinder. Targets within the because things can pass through it. A
cylinder can't be charmed, frightened, or creature that uses its action to examine the
possessed by the creature. When you cast image can determine that it is an illusion with
this spell, you can elect to cause its magic to a successful Intelligence (Investigation) check
operate in the reverse direction, preventing a against your spell save DC. If a creature
creature of the specified type from leaving the discerns the illusion for what it is, the creature
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Necromancy cantrip Enchantment cantrip
Spare the Dying Vicious Mockery
1 act. Touch V,S Inst 1 act. 60 ft V Inst
You touch a living creature that has 0 hit Target on creature, if it can hear you it takes
points. The creature becomes stable. This 1d4 psychic damage on a failed WIS save.
spell has no effect on undead or constructs. On failed save it also has disadvantage on its
next attack roll before the end of your next
turn. (see PHB 285 for more details)
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6
Page 2 (reverse)
Silent Image (reverse) Magic Circle (reverse)
can see through the image. cylinder and protecting targets outside it. At
Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above
3rd.