Level 2 Custom Lineage Warlock, The Hexblade 300
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Cyano Sortuda
Custom Background Lawful Good toxico/nadson/dylan
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Tough. Your hit points maximum increases by 4.
STRENGTH Leather 13 Darkvision. You can see in dim light within 60 feet
PROFICIENCY BONUS +2
8
SHIELD
AC of you as if it were bright light, and in darkness as if
it were dim light.
N
CIE C
-1 Strength Lucky (3/Long Rest). Whenever you make an attack
Y
PROFI
-1 roll, an ability check, or a saving throw, you can
+2 Dexterity
spend one luck point to roll an additional d20. You
+2 Constitution ARMOR CLASS can choose to spend one of your luck points after
DEXTERITY
-1 Intelligence
you roll the die, but before the outcome is
MAXIMUM HIT DICE TEMPORARY [Link] can also spend one luck point when
14 ✘
✘
+2 Wisdom
+5 Charisma
21 2d8 an attack roll is made against you. Roll a d20, and
then choose whether the attack uses the attacker’s
CONDITIONAL
roll or yours.
+2 Eldritch Invocations.
Eldritch Mind. You have advantage on
CURRENT HIT POINTS Constitution saves that you make to maintain your
CONSTITUTION DEATH SAVING THROWS
concentration on a spell.
SAVING THROWS
Agonizing Blast. When you cast eldritch blast, add
15 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
3 to the damage it deals on a hit.
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION Hexblade’s Curse (Bonus Action—1/Short Rest).
+0 Animal Handling (Wis)
Choose one creature you can see within 30ft. The
+2 ✘ +1 Arcana (Int) Darkvision target is cursed for 1 minute or until target dies, you
die, or you are incapacitated. Until the curse ends,
-1 Athletics (Str)
you gain a +2 bonus to damage rolls against the
INTELLIGENCE +3 Deception (Cha) cursed target and any attack roll you make against
the cursed target is a critical hit on a roll of 19 or 20
8 -1 History (Int)
+0 Insight (Wis)
on the d20. If the cursed target dies, you regain
5HP.
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Hex Warrior. Whenever you finish a long rest, you
-1 -1 Investigation (Int) can touch one weapon that you are proficient with
and that lacks the two-handed property. When you
+0 Medicine (Wis)
attack with that weapon, you can use +5 for the
WISDOM -1 Nature (Int) attack and +3 damage.
10 ✘ +2 Perception (Wis)
+3 Performance (Cha)
+3 Persuasion (Cha)
+0 ✘ +1 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
17 +0 Survival (Wis)
SKILLS
+3 12 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Alchemist’s supplies, Smith’s
tools
Languages. Common, Netherese
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 21 1,65 67
GENDER AGE HEIGHT WEIGHT
Cyano Sortuda ciano Branca ciano
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
Fortune's Favor
Your unexpected good fortune is reflected by a
minor boon. You gain the Lucky, Magic Initiate, or
Skilled feat (your choice).
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
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Component Pouch 1 2
Scholar’s Pack 1 10
[Leather] 1 10
Shortbow 1 2
Dagger 2 2
Ink (1 ounce bottle) 1 —
Ink Pen 1 —
Paper (one sheet) 5 —
Dragonchess Set 1 .5
Signet Ring 1 —
Clothes, Fine 1 6
Pouch 1 1
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 18 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
39.9 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 +5 13 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Warlock, The Hexblade
CANTRIPS Chill Touch Eldritch Blast
1ST LEVEL 2 SPELL SLOTS Hex Protection from Evil and Good
Shield
Chill Touch Eldritch Blast Hex
Necromancy Cantrip Evocation Cantrip 1st-level enchantment
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 120 feet RANGE 120 feet RANGE 90 feet
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)
You create a ghostly, skeletal hand in the space of a creature within A beam of crackling energy streaks toward a creature within range. You place a curse on a creature that you can see within range. Until
range. Make a ranged spell attack against the creature to assail it Make a ranged spell attack against the target. On a hit, the target the spell ends, you deal an extra 1d6 necrotic damage to the target
with the chill of the grave. On a hit, the target takes 1d8 necrotic takes 1d10 force damage. whenever you hit it with an attack. Also, choose one ability when you
damage, and it can’t regain hit points until the start of your next turn. The spell creates more than one beam when you reach higher cast the spell. The target has disadvantage on ability checks made
Until then, the hand clings to the target. levels: two beams at 5th level, three beams at 11th level, and four with the chosen ability.
If you hit an undead target, it also has disadvantage on attack rolls beams at 17th level. you can direct the beams at the same target or If the target drops to 0 hit points before this spell ends, you can use
against you until the end of your next turn. at different ones. Make a separate attack roll for each beam. a bonus action on a subsequent turn of yours to curse a new
This spell’s damage increases by 1d8 when you reach 5th level creature. A remove curse cast on the target ends this spell early.
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Protection from Evil and Good Shield
1st-level abjuration 1st-level abjuration
CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted
by the magic missile spell
RANGE Touch RANGE Self
DURATION Concentration, up to 10 minutes DURATION 1 round
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S
consumes)
Until the spell ends, one willing creature you touch is protected An invisible barrier of magical force appears and protects you. Until
against certain types of creatures: aberrations, celestials, elementals, the start of your next turn, you have a +5 bonus to AC, including
fey, fiends, and undead. against the triggering attack, and you take no damage from magic
The protection grants several benefits. Creatures of those types missile.
have disadvantage on attack rolls against the target. The target also
can’t be charmed, frightened, or possessed by them. If the target is
already charmed, frightened, or possessed by such a creature, the
target has advantage on any new saving throw against the relevant
effect.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Crossbow, Light Crossbow Bolt Component Pouch
Weapons Ammunition Adventuring Gear
Crossbow bolts are used with a crossbow to make a ranged A component pouch is a small, watertight leather belt
attack. pouch that has compartments to hold all the material
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 2 lb. Player’s Handbook
Scholar’s Pack Leather Shortbow
Equipment Packs Armor Weapons
Includes a backpack, a book of lore, a bottle of ink, an ink The breastplate and shoulder protectors of this armor are
pen, 10 sheets of parchment, a little bag of sand, and a made of leather that has been stiffened by being boiled in
small knife. oil. The rest of the armor is made of softer and more
flexible materials.
10 lbs. Player’s Handbook 10 lb. Player’s Handbook 2 lb. Player’s Handbook
Dagger Dagger Ink (1 ounce bottle)
Weapons Weapons Adventuring Gear
1 lb. Player’s Handbook 1 lb. Player’s Handbook — Player’s Handbook
Ink Pen Paper (one sheet) Dragonchess Set
Adventuring Gear Adventuring Gear Tools
If you are proficient with the Dragonchess Set, you can add
your proficiency bonus to ability checks you make to play a
game.
— Player’s Handbook — Player’s Handbook ½ lb. Player’s Handbook
Signet Ring Clothes, Fine Pouch
Adventuring Gear Adventuring Gear Adventuring Gear
A cloth or leather pouch can hold up to 20 sling bullets or
50 blowgun needles, among other things.
— Player’s Handbook 6 lb. Player’s Handbook 1 lb. Player’s Handbook