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John "Bad Guy" F. Kennedy

10 Level (0/85000 XP for level-up) Courtier Background Human Race / Species / Heritage True Neutral Alignment
Warlock
Level 10
Hit Dice: 10/10
1d8+1 Class 1

STR
14
+2
DEX
12
+1
CON
12
+1
INT
12
+1
WIS
18
+4
CHA
18
+4
100
Hit Points
+1
Initiative (DEX)
9
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+8 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+8 Deception CHA
+1 History INT
+8 Insight WIS
+8 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+4 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 STR 1d8+2 piercing
 Finesse
Moonbow +6 DEX 1d8+1 piercing
 Can expend spell slot to do 2d8 radiant, scales w/ spell level, Ammunition, range (150/600), heavy, two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +8 120 Instantaneous 2d10 VS
CLASS TRAITS

Eldritch Curses:
Channelling the malicious and violent nature of your patrons power, you summon forth magical curses to plague your target. At the cost of 6 AP on your turn, you can curse one creature of your choice that is within 60 ft of you and that you can see or otherwise sense.
Curse of Decay: You summon forth decay and corruption, cursing your target with sickness and rot. The target receives 1d6 necrotic damage, on your next turn and the turn after, you can spend 4 AP to deal this damage again.
Curse of Lethargy: You summon forth a foul curse of weakness and frailty. The target receives 1d6 necrotic damage and has the Poisoned condition until the end of your next turn.
Curse of Agony: You summon forth eldritch might to inflict agony and damage to your target. The target receives 1d10 necrotic damage.
Sacrifice of Blood:
You offer your patron a part of your body in exchange for more of their power, you lose a number of hit points equal to twice your Warlock level, in exchange, you can pick one from a number of the following Sacrifice options you take. You unlock more Sacrifice choices from your subclass.
Sacrifice of Horror: You call out for your patron’s terrifying presence, bringing fear and terror unto your foes. All creatures within 30 ft of you receive the Frightened condition for one minute and take 4d10 Necrotic damage.
Sacrifice of Destruction: You bring about ruin and destruction to all around you, all creatures within 30 ft of you take 5d10 Necrotic damage.
Sacrifice of Chaos: You unleash a blast of your patron’s power, pushing all creatures within 30 ft of you away from you by 10 ft and dealing 4d10 Necrotic damage.

Pact Boon:
You have formed a pact with an otherworldly entity that has bestowed magical powers upon you. You always have the Eldritch Blast and Hex spells prepared and have a pact boon:
PACT BOON SWORD
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
ELDRITCH INVOCATIONS
Improved Pact Weapon
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Great Lord's Gift
The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Moonbow
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
Bewitching Whispers
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.


SUBCLASS FEATURES:

Fey Presence
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Misty Escape
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses
Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

HUMAN FEATURES

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.

Features & Traits
arcane focus
dungeoneer's pack
Leather armor, any simple weapon, and two
fine clothes
5 gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Light armor
Simple weapons
Common
Elven
Dwarfen

Languages & Proficiencies
Reverse gravity - reverse gravity in room lmao 1 action ct

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Instantaneous
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.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam
Available for: Warlock

Level 1 Spells

SRD

Cause Fear

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Web

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of spiderweb, or focus
Duration: Concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Available for: Artificer, Sorcerer, Wizard

Level 2 Spells

SRD

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VM
Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

SRD

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: VSM
Materials: A white feather or the heart of a hen), or focus
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Compulsion

4-level Enchantment

Casting Time: 1 action
Range/Area: 9 mètres
Components: Verbal, Somatique
Duration: Concentration, jusqu’à 1 minute
Les créatures de votre choix situées à portée dans votre champ de vision et en mesure de vous entendre doivent faire un jet de sauvegarde de Sagesse. Une cible impossible à charmer réussit automatiquement son jet. Si la cible rate son jet, elle est affectée par le sort.Jusqu'à la fin de celui-ci, vous pouvez, à chaque tour, utiliser une action bonus pour désigner une direction horizontale par rapport à vous. Chaque cible affectée doit alors utiliser son déplacement au mieux pour aller dans cette direction à son prochain tour. Elle peut effectuer son action avant de se déplacer. Une fois qu'elle s'est ainsi déplacée, elle peut faire un nouveau jet de sauvegarde de Sagesse pour tenter de mettre un terme à l'effet du sort.
Une cible n'est pas obligée de se rendre au sein d'une zone à l'évidence dangereuse, comme un brasier ou une fosse béante, mais elle est prête à provoquer des attaques d'opportunité pour se déplacer dans la direction indiquée.
Available for: Barde

SRD

Wall of Water

3-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: a drop of water, or focus
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Available for: Druid, Sorcerer, Wizard

Level 4 Spells

Unearthed Arcana

Ego Whip

4-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: V
Duration: Concentration, up to 1 minute
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Available for: Slayer of Gods

SRD

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: \A wing feather from any bird, or focus
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

Polymorph

4-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials a caterpillar cocoon

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 5 Spells

Dominer un humanoïde

5-level Enchantment

Casting Time: 1 action
Range/Area: 18 mètres
Components: Verbal, Somatique
Duration: Concentration, jusqu’à 1 minute
Attack/Save: Jet de sauvegarde de Sagesse
Vous tentez d'envoûter un humanoïde situé à portée et dans votre champ de vision. Il doit réussir un jet de sauvegarde de Sagesse, sans quoi vous le charmez pendant toute la durée du sort. Il est avantagé lors du jet de sauvegarde si vous ou des créatures amicales envers vous êtes en train de le combattre.
Tant que l'humanoïde est charmé, vous entretenez un lien télépathique avec lui qui persiste tant que vous vous trouvez sur le même plan d'existence. Vous pouvez utiliser ce lien télépathique pour donner des ordres à cette créature tant que vous êtes conscient (ce qui ne vous demande pas d'action). Elle fait de son mieux pour vous obéir. Vous pouvez lui donner un ordre simple et générique, comme « attaque cette créature », « cours jusque là-bas » ou « va chercher cet objet ». Si elle ne reçoit pas de nouvelles instructions de votre part une fois l'ordre exécuté, elle se contente de se défendre et de se préserver au mieux.
Vous pouvez utiliser votre action pour prendre le contrôle total de votre cible et la diriger de façon précise.Jusqu'à la fin de votre prochain tour, elle exécute seulement les actions que vous choisissez et ne fait rien que vous ne lui ayez autorisé. Pendant cette période, vous pouvez aussi ltù faire exécuter une réaction, mais pour cela, vous devez également dépenser votre propre réaction.
Chaque fois que la cible subit des dégâts, elle a droit à un nouveau jet de sauvegarde de Sagesse contre le sort. Si elle le réussit, le sort prend fin.
At higher levels: Si vous lancez ce sort en utilisant un emplacement de niveau 6, la durée devient « concentration, jusqu'à 10 minutes». Si vous lancez ce sort en utilisant un emplacement de niveau 7, la durée devient « concentration, jusqu'à 1 heure». Si vous lancez ce sort en utilisant un emplacement de niveau 8 ou plus, la durée devient « concentration, jusqu'à 8 heures ».
Available for: Barde, Ensorceleur, Magicien

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

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