Kaelen Final Version
Kaelen Final Version
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Half Plate 17 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Elven Accuracy. Whenever you have advantage on an attack roll
8
SHIELD
AC using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll
one of the dice once.
N
CIE C Eldritch Invocations.
-1 Strength
Y
PROFI
16
pact weapon, you can expend a warlock spell slot to deal an extra
✘ +3 Wisdom
82 12d8 1d8 force damage to the target, plus another 1d8 per level of the
✘ +9 Charisma
spell slot, and you can knock the target prone if it is Huge or
smaller.
CONDITIONAL
Improved Pact Weapon. You can use any weapon you summon
+3 with your Pact of the Blade feature as a spellcasting focus for your
warlock spells.
Lifedrinker. When you hit a creature with your pact weapon, the
CURRENT HIT POINTS creature takes 5 extra necrotic damage.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS Pact of the Blade (Action). Create a pact weapon in your empty
hand. This weapon counts as magical for the purpose of
16 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
overcoming resistance and immunity to nonmagical attacks and
[Link] pact weapon disappears if it is more than 5 feet
Y
PROFI
away from you for 1 minute or more. It also disappears if you use
RT
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION this feature again, if you dismiss the weapon (no action required),
+3 -1 Arcana (Int) Darkvision
or if you [Link] 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
-1 Athletics (Str) done during a short rest. You can then dismiss the weapon,
shunting it into an extradimensional space, and it appears
INTELLIGENCE ✘ +9 Deception (Cha) whenever you create your pact weapon thereafter. You can’t
affect an artifact or a sentient weapon in this way. The weapon
8 -1 History (Int) 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
-1 Insight (Wis) break your bond to it. The weapon appears at your feet if it is in
the extradimensional space when the bond breaks.
✘ +9 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
Mystic Arcanum (1/Long Rest). You can cast your arcanum spells
once without expending a spell slot.
-1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one
being charmed, and magic can’t put you to sleep. creature you can see within 30ft. The target is cursed for 1 minute.
WISDOM -1 Nature (Int) Until the curse ends, you gain the following benefits:You gain a +4
bonus to damage rolls against the cursed target and any attack roll
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
IDEAL
BOND
Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those [Link] help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
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
[Half Plate] 1 40 Frost Brand 1 3
[Greatsword] 1 6 Rod of the Pact Keeper, +1 1 2
0 0 0 0 0
51 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +9 17 N/A
A beam of crackling energy streaks toward a creature within range. For the duration, you have advantage on all Charisma checks directed You cause numbing frost to form on one creature that you can see
Make a ranged spell attack against the target. On a hit, the target at one creature of your choice that isn’t hostile toward you. When within range. The target must make a Constitution saving throw. On a
takes 1d10 force damage. the spell ends, the creature realizes that you used magic to influence failed save, the target takes 1d6 cold damage, and it has
The spell creates more than one beam when you reach higher its mood and becomes hostile toward you. A creature prone to disadvantage on the next weapon attack roll it makes before the end
levels: two beams at 5th level, three beams at 11th level, and four violence might attack you. Another creature might seek retribution in of its next turn.
beams at 17th level. you can direct the beams at the same target or other ways (at the DM’s discretion), depending on the nature of your The spell’s damage increases by 1d6 when you reach 5th level
at different ones. Make a separate attack roll for each beam. interaction with it. (2d6), 11th level (3d6), and 17th level (4d6).
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Princes of the Apocalypse
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE Self
DURATION 1 minute DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (an iron ring that has been subjected to freezing temperature COMPONENTS V, S COMPONENTS V, S
for at least a day)
A melee weapon you are holding is imbued with deep cold. For the You attempt to charm a humanoid you can see within range. It must For the duration, you sense the presence of magic within 30 feet of
duration, a rime of frost covers the weapon and light vapor rises from make a Wisdom saving throw, and does so with advantage if you or you. If you sense magic in this way, you can use your action to see a
it if the temperature of the surrounding area is above freezing. The your companions are fighting it. If it fails the saving throw, it is faint aura around any visible creature or object in the area that bears
weapon becomes magical and deals an additional 1d4 cold damage charmed by you until the spell ends or until you or your companions magic, and you learn its school of magic, if any. The spell can
on a successful hit. The spell ends if you cast it again or if you let go do anything harmful to it. The charmed creature regards you as a penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
of the weapon. friendly acquaintance. When the spell ends, the creature knows it common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The spell’s damage increases by 1d4 when you reach 5th level was charmed by you.
(2d4), 11th level (3d4), and 17th level (4d4). 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.
Pact Magic (Warlock) Deep Magic: Ring Magic Pact Magic (Warlock) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook
Ice can be sharper than steel, and splinters like a sap-filled tree in Reaction trigger: You are hit by an attack or targeted by the magic You create a sheet of ice that covers a 5-foot square within range and
winter cold clutches. missile spell An invisible barrier of magical force appears and protects lasts for the spell’s duration. The iced area is difficult terrain.
The first time you take the Attack action during your turn, you can you. Until the start of your next turn, you have a +5 bonus to AC, A creature in the area when you cast the spell must make a
cast this spell to infuse your martial weapon with chilling cold and including against the triggering attack, and you take no damage from successful Strength saving throw or be restrained by ice that rapidly
coat the exterior with brittle ice. The first time you hit with this magic missile. encases it. A creature restrained by the ice takes 2d6 cold damage at
weapon, the target takes an additional 1d8 cold damage, shattering the start of its turn. A restrained creature can use an action to make a
the ice on your weapon. The target and creatures within 10 feet of Strength check against your spell save DC, freeing itself on a success,
the target other than you must make a Dexterity saving throw. If they but it has disadvantage on this check. The creature can also be freed
fail, they take 1d8 piercing damage. (and the spell ended) by inflicting at least 20 fire damage on the ice.
At Higher Levels. When you cast this spell using a spell slot of 2nd The restrained creature takes half damage from fire attacks against
level or higher, either the cold or piercing damage (your choice) the ice.
increases by 1d8 per slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the area increases to a 10-foot square, the ice deals
4d6 cold damage, and 40 fire damage is needed to melt it. When you
cast this spell using a spell slot of 7th level or higher, the area
increases to a 20-foot square, the ice deals 6d6 cold damage, and a
total of 60 fire damage is needed to melt it.
Pact Magic (Warlock) The Compendium of Forgotten Secrets Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Deep Magic: Winter Magic
Misty Step Blink Counterspell
2nd-level conjuration 3rd-level transmutation 3rd-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 reaction
RANGE Self RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS S
Briefly surrounded by silvery mist, you teleport up to 30 feet to an Roll a d20 at the end of each of your turns for the duration of the Reaction: When you see a creature within 60 feet of you casting a
unoccupied space that you can see. spell. On a roll of 11 or higher, you vanish from your current plane of spell You attempt to interrupt a creature in the process of casting a
existence and appear in the Ethereal Plane (the spell fails and the spell. If the creature is casting a spell of 3rd level or lower, its spell
casting is wasted if you were already on that plane). At the start of fails and has no effect. If it is casting a spell of 4th level or higher,
you next turn, and when the spell ends if you are on the Ethereal make an ability check using your spellcasting ability. The DC equals
Plane, you return to an unoccupied space of your choice that you can 10+ the spell’s level. On a success, the creature’s spell fails and has
see within 10 feet of the space you vanished from. If no unoccupied no effect.
space is available within that rang, you appear in the nearest At Higher Levels. When you cast this spell using a spell slot of 4th
unoccupied space (chosen at random if more that one space is level or higher, the interrupted spell has no effect if its level is less
equally near). You can dismiss this spell as an action. While on the than or equal to the level of the spell slot you used.
Ethereal Plane, you can see and hear the plane you originated from,
which is cast in shades of gray, and you can’t see anything more than
60 feet [Link] can only affect and be affected by other creatures
on the Ethereal Plane. Creature that aren’t there can’t perceive you
or interact with you, unless they have the ability to do so.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
You tap into the nightmares of a creature you can see within range Flame-like shadows wreathe your body until the spell ends, causing Ice streaks from your fingers and forms two long blocks that smash
and create an illusory manifestation of its deepest fears, visible only you to become heavily obscured to others. The shadows turn dim together, crushing creatures in a line 100 feet long. Each creature in
to that creature. The target must make a Wisdom saving throw. On a light within 10 feet of you into darkness, and bright light in the same the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or
failed save, the target becomes frightened for the duration. At the area to dim light. half damage with a successful Dexterity saving throw.
end of each of the target’s turns before the spell ends, the target Until the spell ends, you have resistance to radiant damage. In At Higher Levels. When you cast this spell using a spell slot of 6th
must succeed on a Wisdom saving throw or take 4d10 psychic addition, whenever a creature within 10 feet of you hits you with an level or higher, the damage increases by 1d6 for each slot level above
damage. On a successful save, the spell ends. attack, the shadows lash out at that creature, dealing it 2d8 necrotic 5th. You decide whether each extra die does bludgeoning or cold
At Higher Levels. When you cast this spell using a spell slot of 5th damage. damage.
level or higher, the damage increases by 1d10 for each slot level
above 4th.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Deep Magic: Winter Magic
Scrying Winterdark
5th-level divination 6th-level transmutation (winter)
You can see and hear a particular creature you choose that is on the This spell invokes the deepest part of night on the winter solstice.
same plane of existence as you. The target must make a Wisdom You target a 40-foot-radius, 60-foothigh cylinder centered on a point
saving throw, which is modified by how well you know the target and within range, which is plunged into darkness and unbearable cold. All
the sort of physical connection you have to it. If a target knows creatures in the area when you cast the spell and at the beginning of
you’re casting this spell, it can fail the saving throw voluntarily if it your turn must make a successful Constitution saving throw or take
wants to be observed. Knowledge -- Save Modifier Secondhand (you 1d6 cold damage and gain one level of exhaustion. Creatures immune
have heard of the target) -- +5 Firsthand (you have met the target) +0 to cold are also immune to the exhaustion effect, as are creatures
Familiar (you know the target well) -- -5 Connection -- Save Modifier wearing cold weather gear or otherwise adapted to cold.
Likeness or picture -- -2 Possession or garment -- -4 Body part, lock of As a bonus action, you can move the center of the effect 20 feet.
hair, bit of nail, or the like -- -10 On a successful save, the target isn’t
affected, and you can’t use this spell against it again for 24 hours. On
a failed save, the spell creates an invisible sensor within 10 feet of the
target. You can see and hear through the sensor as if you were there.
The sensor moves with the target, remaining within 10 feet of it for
the duration. A creature that can see invisible objects sees the sensor
as a luminous orb about the size of your fist. Instead of targeting a
creature, you can choose a location you have seen before as the
target of this spell. When you do, the sensor appears at that location
and doesn’t move.
Pact Magic (Warlock) Player’s Handbook Mystic Arcanum (Warlock) Deep Magic: Winter Magic
Half Plate Greatsword Rod of the Pact Keeper, +1
Armor Weapons Rods
Half plate consists of shaped metal plates that cover most While holding this rod, you gain a +1 bonus spell attack
of the wearer’s body. It does not include leg protection rolls and to the saving throw DCs of your warlock spells.
beyond simple greaves that are attached with leather In addition, you can regain one warlock spell slot as an
straps. action while holding the rod. You can’t use this property
again until you finish a long rest.
40 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Dungeon Master’s Guide
Frost Brand
Weapons
When you hit with an attack using this magic sword, the
target takes an extra 1d6 cold damage. In addition, while
you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all
nonmagical flames within 30 feet of you. This property can
be used no more than once per hour.