Level 2 Human Warlock, The Undying 300
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Steve Johnson
Haunted One Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Eldritch Invocations.
STRENGTH Unarmored (12) 12 Agonizing Blast. When you cast eldritch blast, add
0 to the damage it deals on a hit.
PROFICIENCY BONUS +2
16
SHIELD
AC Repelling Blast. When you hit a creature with
eldritch blast, you can push the creature up to 10
N
CIE C
feet away from you in a straight line.
+3 Strength
Y
PROFI
+3 Among the Dead. You have advantage on saving
+2 Dexterity
throws against any disease. If an undead targets you
+3 Constitution ARMOR CLASS directly with an attack or a harmful spell, that
DEXTERITY
+0 Intelligence
creature must make a DC10 Wisdom saving throw.
MAXIMUM HIT DICE TEMPORARY On a failed save, the creature must choose a new
14 ✘
✘
+2 Wisdom
+2 Charisma
19 2d8 target or forfeit targeting someone instead of you,
potentially wasting the attack or spell.
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
16 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+3 ✘ +2 Arcana (Int)
+3 Athletics (Str)
INTELLIGENCE ✘ +2 Deception (Cha)
10 +0 History (Int)
+0 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+0 Medicine (Wis)
WISDOM +0 Nature (Int)
11 +0 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+0 ✘ +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
10 +0 Survival (Wis)
SKILLS
+0 10 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Longsword 5 ft +3 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS
Handaxe 20/60 +5 vs AC 1d6+3 slashing
Light, Thrown
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. –
Languages. Common, Abyssal, Infernal,
Undercommon
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Steve Johnson
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
destroys you.
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
Longsword 1 3
Chain Mail 1 55
[Handaxe] 1 2
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
70 lb / 240 lb 480 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +2 10 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Warlock, The Undying
CANTRIPS Eldritch Blast Mage Hand
Spare the Dying
1ST LEVEL 2 SPELL SLOTS False Life Hellish Rebuke
Ray of Sickness
Eldritch Blast Mage Hand Spare the Dying
Evocation Cantrip Conjuration Cantrip Necromancy Cantrip
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action
RANGE 120 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
A beam of crackling energy streaks toward a creature within range. A spectral, floating hand appears at a point you choose within range. You touch a living creature that has 0 hit points. The creature
Make a ranged spell attack against the target. On a hit, the target The hand lasts for the duration or until you dismiss it as an action. becomes stable. This spell has no effect on undead or constructs.
takes 1d10 force damage. The hand vanishes if it is ever more than 30 feet away from you or if
The spell creates more than one beam when you reach higher you cast this spell again.
levels: two beams at 5th level, three beams at 11th level, and four You can use your action to control the hand. You can use the hand
beams at 17th level. you can direct the beams at the same target or to manipulate an object, open an unlocked door or container, stow or
at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Among the Dead (Warlock) Player’s Handbook
False Life Hellish Rebuke Ray of Sickness
1st-level necromancy 1st-level evocation 1st-level necromancy
CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S COMPONENTS V, S
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 Reaction: you are being damaged by a creature within 60 feet of you A ray of sickening greenish energy lashes out toward a creature
+ 4 temporary hit points for the duration. that you can see You point your finger, and the creature that within range. Make a ranged spell attack against the target. On a hit,
At Higher Levels. When you cast this spell using a spell slot of 2nd damaged you is momentarily surrounded by hellish flames. The the target takes 2d8 poison damage and must make a Constitution
level or higher, you gain 5 additional temporary hit points for each creature must make a Dexterity saving throw. It takes 2d10 fire saving throw. On a failed save, it is also poisoned until the end of
slot level above 1st. damage on a failed save, or half as much damage on a successful one. your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level level or higher, the damage increases by 1d8 for each slot level above
above 1st. 1st.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Longsword Handaxe
Martial Melee Weapon Simple Melee Weapon
RANGE 5 ft RANGE 20/60
ATTACK +3 vs AC ATTACK +5 vs AC
DAMAGE 1d8+3 slashing DAMAGE 1d6+3 slashing
Versatile Light, Thrown
Explorer’s Pack Longsword Chain Mail
Equipment Packs Weapons Armor
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit
includes gauntlets.
10 lbs. Player’s Handbook 3 lb. Player’s Handbook 55 lb. Player’s Handbook
Handaxe
Weapons
2 lb. Player’s Handbook