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Kaelen Final Version

Kaelen is a Level 12 Eladrin Warlock of the Hexblade subclass, with a background as a Knight of the Order. He possesses various abilities including Darkvision, Elven Accuracy, and multiple Eldritch Invocations that enhance his combat and spellcasting capabilities. His character sheet details his attributes, skills, spells, and equipment, reflecting a strong focus on charisma and combat prowess.

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danifroeh03
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0% found this document useful (0 votes)
42 views7 pages

Kaelen Final Version

Kaelen is a Level 12 Eladrin Warlock of the Hexblade subclass, with a background as a Knight of the Order. He possesses various abilities including Darkvision, Elven Accuracy, and multiple Eldritch Invocations that enhance his combat and spellcasting capabilities. His character sheet details his attributes, skills, spells, and equipment, reflecting a strong focus on charisma and combat prowess.

Uploaded by

danifroeh03
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 12 Eladrin Warlock, The Hexblade 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kaelen
Knight of the Order Danbert
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

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

Agonizing Blast. When you cast eldritch blast, add 5 to the


-1 damage it deals on a hit.
+3 Dexterity Eldritch Sight. You can cast detect magic at will, without
expending a spell slot.
✘ +7 Constitution ARMOR CLASS Thirsting Blade. You can attack with your pact weapon twice,
DEXTERITY instead of once, whenever you take the Attack action on your turn.
-1 Intelligence Eldritch Smite. Once per turn when you hit a creature with your
MAXIMUM HIT DICE TEMPORARY

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

8 ✘ +3 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4 you make against the cursed target is a critical hit on a roll of 19 or
20 on the [Link] the cursed target dies, you regain 17 hp.
+5 Performance (Cha) hours a day.
✘ +9 Persuasion (Cha)
Hex Warrior. Whenever you finish a long rest, you can touch one
-1 ✘ +3 Religion (Int)
Winter. Winter is the season of contemplation and
dolor, when the vibrant energy of the world
weapon that you are proficient with and that lacks the two-
handed property. When you attack with that weapon, you can use
+9 for the attack and +5 damage.
slumbers.
+3 Sleight of Hand (Dex)
Accursed Specter (1/Long Rest). You can curse the soul of
CHARISMA +3 Stealth (Dex) Fey Step (Bonus Action—1/Short Rest). You can humanoid you slay turning it into a Specter until the end of your
magically teleport up to 30 feet to an unoccupied next long rest, it gains 6 temporary hp, rolls initiative, has its own

20 -1 Survival (Wis) turns, and gains a +5 bonus to attack rolls.


space you can see.
SKILLS Armor of Hexes (Reaction). If the target cursed by your Hexblade’s
Fey Step (Winter). When you use your Fey Step, one Curse hits you with an attack roll, you can roll a d6. On a 4 or
creature of your choice that you can see within 5 higher, the attack instead misses you, regardless of its roll.
+5 13 PASSIVE PERCEPTION
feet of you before you teleport must succeed on a
DC17 Wisdom saving throw or be frightened of you
until the end of your next turn.
ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +3 vs AC 2d6-1 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Lute

Languages. Common, Elvish, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Kaelen
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

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

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

51 lb / 120 lb 240 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 +9 17 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast Friends


Frostbite Hoarfrost

1ST LEVEL Charm Person Rimesworn Blade


Shield

2ND LEVEL Creeping Ice Misty Step

3RD LEVEL Blink Counterspell

4TH LEVEL Phantasmal Killer Shadow of Moil

5TH LEVEL 3 SPELL SLOTS Clash Of Glaciers Scrying

6TH LEVEL Winterdark

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Detect Magic (Eldritch Sight)


Eldritch Blast Friends Frostbite
Evocation Cantrip Enchantment Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S
cast)

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

Hoarfrost Charm Person Detect Magic


Evocation Cantrip (ring) 1st-level enchantment 1st-level divination (ritual)

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

Rimesworn Blade Shield Creeping Ice


1st-level evocation 1st-level abjuration 2nd-level conjuration (winter)

CASTING TIME Special CASTING TIME 1 reaction CASTING TIME 1 action


RANGE Self RANGE Self RANGE 30 feet
DURATION 1 turn DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a martial weapon) COMPONENTS V, S COMPONENTS V, S

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

Phantasmal Killer Shadow of Moil Clash Of Glaciers


4th-level illusion 4th-level necromancy 5th-level evocation (winter)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self RANGE Self (100-foot line)
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (an undead eyeball encased in a gem worth at least 150 gp) COMPONENTS V, S, M (a piece of cracked glass)

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)

CASTING TIME 10 minutes CASTING TIME 1 action


RANGE Self RANGE 120 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver COMPONENTS V, S
mirror, or a font filled with holy water)

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.

3 lb. Dungeon Master’s Guide

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