Murtaugh

7 Level (0/34000 XP for level-up) Charlatan Background Tiefling Race / Species / Heritage Chaotic Good Alignment
Warlock
Level 7
Hit Dice: 7/7
1d8+0 Class 1

STR
14
+2
DEX
13
+1
CON
10
+0
INT
13
+1
WIS
9
-1
CHA
18
+4
56
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+1 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+7 Deception CHA
+1 History INT
+2 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 STR 1d4+2 Piercing
 Finesse, Light, Thrown
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +7 1 Action 120ft Instantaneous 1d10+4
 Notes: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.
Lightning Lure 1 Action 15ft Instantaneous 2d8
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take lightning damage if it is within 5 feet of you.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Awakened Mind
Entropic Ward

Invocations (4)
  • Potent Cantrip
  • Disguise Self
  • Beast Speech
  • One With Shadows

  • Pact of the Chain:
    Familiar: Pseudodragon (Phebe)

    Features & Traits
    Leather Armour
    Dagger
    Glyth Totem

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Common, Elvish, Infernal, Deep Speece

    Languages & Proficiencies
    Flattery is my preferred trick for getting what I want.

    Personality Traits
    Fairness, I never target someone who can't afford it.

    Ideals
    I swindled someone who couldn't afford it and am seeking to atone for my misdeeds

    Bonds
    I can't resist swindling others who are more powerful than me.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
    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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    Awakened Mind

    Your alien knowledge gives you the ability to touch the minds of other creatures. 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 telepathic utterances, but the creature must be able to understand at least one language.

    Entropic Ward

    You know how to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself.

  • When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll.
  • If the attack misses you, your next attack roll against the creature has advantage if you make it before 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.

    Eldritch Invocation - Agonizing Blast

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

    Eldritch Invocation - Mask of Many Faces

    You can cast disguise self at will, without expending a spell slot


    Disguise Self You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Eldritch Invocation - Beast Speech

    You can cast speak with animals at will, without expending a spell slot.


    Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    Eldritch Invocation - One with Shadows

    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

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    Phebe (Pseudodragon) CR: 1/4

    Tiny dragon, neutral good
    Armor Class: 13
    Hit Points: 7
    Speed: 15 ft , fly: 60 ft

    STR

    6 -2

    DEX

    15 +2

    CON

    13 +1

    INT

    10 +0

    WIS

    12 +1

    CHA

    10 +0

    Skills: Perception +3, Stealth +4
    Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
    Languages: Understands Common and Draconic but can't speak them
    Challenge Rating: 1/4


    Keen Senses:
    The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
    Limited Telepathy:
    The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
    Familiar:
    The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

    Actions

    Bite: Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.
    Sting: Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

    The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.
    Quiet and Defensive:
    Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.
    Draconic Familiars:
    Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.
    Language of Emotion:
    Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.
    A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.

    Statblocks for your spells.

    Level 0 Spells

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 120ft
    Components: V, S
    Duration: Instantaneous
    Attack/Save: Ranged Attack
    Damage/Effect: Force
    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.

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 15ft
    Components: V
    Duration: Instantaneous
    Attack/Save: Strength Save
    Damage/Effect: Lightning
    You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 30ft
    Components: V
    Duration: Up to 1 Minute
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Level 2 Spells

    Cloud of Daggers

    2-level Conjuration

    Casting Time: 1 Action
    Range/Area: 60ft
    Components: V, S, M
    Duration: Concentration - Up to 1 Minute
    You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

    Detect Thoughts

    2-level Divination

    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S, M
    Duration: Concentration - Up to 1 Minute
    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s 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.

    Spider Climb

    2-level Transmutation

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S, M
    Duration: Concentration - Up to 1 Hour
    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

    Level 3 Spells

    Remove Curse

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

    Vampiric Touch

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S
    Duration: Concentration - Up to 1 Minute
    Attack/Save: Melee Spell Attack
    Damage/Effect: Necrotic
    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.

    Level 4 Spells

    Charm Monster

    4-level Enchantment

    Casting Time: 1 Action
    Range/Area: 30ft
    Components: V, S
    Duration: 1 Hour
    Attack/Save: Wisdom Save
    You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. 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 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

    Hallucinatory Terrain

    4-level Illusion

    Casting Time: 10 Minutes
    Range/Area: 300ft
    Components: V, S, M
    Duration: 24 hours
    Attack/Save: Intelligence (Investigation) Check
    You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

    Sickening Radiance

    4-level Evocation

    Casting Time: 1 Action
    Range/Area: 120ft
    Components: V, S
    Duration: Concentration - Up to 10 Minutes
    Attack/Save: Constitution Save
    Damage/Effect: Radiant
    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

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