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Barry Grenfell

1 Level (0/300 XP for level-up) Gardener Background Eladrin elf Race / Species / Heritage Choatic Neutral Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
9
-1
DEX
14
+2
CON
16
+3
INT
11
+0
WIS
11
+0
CHA
18
+4
11
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+4 Dexterity
+6 Constitution
+0 Intelligence
+2 Wisdom
+10 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+6 Deception CHA
+0 History INT
+0 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +6 CHA 1d10 Slashing
 Heavy, 2 handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6 1 action 120 ft 1d10 V S
 Notes: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

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Hex +6 1 bonus action 90 ft 1 Hour 1d6 V S M
 Notes:You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Armour of agarthyst +6 1 action self 1 hour 5 V S M

2 daggers


Crystal balls


Playing Cards


Dungeers pack



  • Crow bar
  • Hammer
  • 10 pitons
  • 10 Torches
  • Tinderbox
  • 10 Rations
  • Waterskin
  • 50ft rope




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1500, Platinum: 0 Money

Common, Elvish, Dwarvish, Sylvan


Armor: Light armor, medium armour, shields
Weapons: Simple weapons, Martial weapons


Tools: 2 any





Languages & Proficiencies

Shy


Easily influenced





Personality Traits

Small towns


Around Plants






Ideals

Glaive


Blonde





Bonds

Easily convinced


Scared in big crowds


Scared





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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