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Lilith Araignée

1 Level (0/300 XP for level-up) custom Background Human Drider Race / Species / Heritage Chaotic Evil Alignment
Witch
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
9
-1
DEX
15
+2
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
17
+3
10
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+10 Attack mod
CHA Ability
+3 Abi Mod
27 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+3 Deception CHA
+2 History INT
+5 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Arcane Focus +3 CHA
Dagger +2 DEX 1d6+2 piercing
Attacks

Spell Book

Level 1: Spellcasting
You have learned to mold and reshape the magic that curses you into spells.

Cantrips
You know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots
The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. 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 witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + Charisma modifier + Proficiency Bonus
Spell attack modifier = Charisma modifier + Proficiency Bonus
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.

Level 1: Witch's Curse
You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the produce flame cantrip, which doesn't count against your number of cantrips known.

Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.

Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. You have proficiency in the Survival skill. Additionally, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.

Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, gaining temporary hit points equal to your Charisma modifier + your witch level (minimum of 1).

Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to disease.

Additionally, you can command these pests as your own. Starting at 2nd level, you can choose the form of a swarm of rats for your familiar. Starting at 7th level, you can choose a swarm of insects.

Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.

Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells don't count against your total number of spells known.

Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don't need to eat or drink, but can still imbibe and benefit from potions. Additionally, you are immune to being poisoned.

Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. Though many of these visions are cruel deceptions, they are sometimes grimly accurate. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Whispers. Unseen voices murmur in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.

Level 1: Hexes
You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you.

At 1st level, you gain two hexes of your choice. Your hex options are detailed on this page. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

Features & Traits
Dagger, Leather armor, Arcane focus, Scholar's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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[block: Spellcasting -Cantrips -Spell Slots -Spells Known -Spellcasting Ability -Spellcasting Focus Witch's Curse -Hollow Hexes]

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