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A Atrox Character Sheet Lvl 9

Aatrox is a Level 9 Fallen Aasimar Warlock with a Hexblade patron, possessing a variety of spells and abilities that enhance his combat effectiveness. He has a military background, is characterized by a lawful evil alignment, and has notable skills in deception and intimidation. His character sheet includes detailed stats, equipment, and spellcasting capabilities, reflecting his proficiency in both melee and magical combat.

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0% found this document useful (0 votes)
33 views7 pages

A Atrox Character Sheet Lvl 9

Aatrox is a Level 9 Fallen Aasimar Warlock with a Hexblade patron, possessing a variety of spells and abilities that enhance his combat effectiveness. He has a military background, is characterized by a lawful evil alignment, and has notable skills in deception and intimidation. His character sheet includes detailed stats, equipment, and spellcasting capabilities, reflecting his proficiency in both melee and magical combat.

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
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Level 9 Fallen Aasimar Warlock, The Hexblade 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aatrox
Soldier Lawful Evil Stronz
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Breastplate 15 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +4
10
SHIELD
AC Eldritch Invocations.
Burning Hex (Bonus Action). You cause a target cursed
N
CIE C by your Hexblade’s Curse to take 4 fire damage.
+0 Strength
Y
PROFI

Secretive Speech. You can choose to speak in an


+0 otherworldly tongue. When you do, the only people who
+1 Dexterity
can understand you are those you choose, even if they
✘ +8 Constitution ARMOR CLASS speak a different language.
DEXTERITY Thirsting Blade. You can attack with your pact weapon
-1 Intelligence twice, instead of once, whenever you take the Attack
MAXIMUM HIT DICE TEMPORARY

12
action on your turn.
✘ +4 Wisdom
84 9d8 Blade Empowerment (Bonus Action). The first time you
✘ +8 Charisma hit a creature with an empowered pact weapon before the
CONDITIONAL
start of your next turn, it takes 4 additional force damage
and if the attack was a critical hit, the target is knocked
+1 prone.
Superior Pact Weapon. Any weapon you create using
CURRENT HIT POINTS your Pact of the Blade feature is a +2 weapon. This
CONSTITUTION DEATH SAVING THROWS invocation doesn’t affect a magic weapon you
SAVING THROWS transformed into your pact weapon.

18 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Pact of the Blade (Action). Create a pact weapon in your
Y
PROFI

empty hand. This weapon counts as magical for the


RT

EXPE

VISION INSPIRATION EXHAUSTION purpose of overcoming resistance and immunity to


+0 Animal Handling (Wis) nonmagical attacks and damage.Your pact weapon
+4 ✘ +3 Arcana (Int) Darkvision disappears if it is more than 5 feet away from you for 1
minute or more. It also disappears if you use this feature
✘ +4 Athletics (Str) Resistances. Necrotic, Radiant again, if you dismiss the weapon (no action required), or if
INTELLIGENCE you die.You can transform one magic weapon into your
✘ +8 Deception (Cha) pact weapon by performing a special ritual while you hold

8 -1 History (Int) the weapon. You perform the ritual over the course of 1
hour, which can be done during a short rest. You can then
+0 Insight (Wis) dismiss the weapon, shunting it into an extradimensional
space, and it appears whenever you create your pact
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon thereafter. You can’t affect an artifact or a
-1 -1 Investigation (Int) sentient weapon in this way. The weapon ceases being
your pact weapon if you die, if you perform the 1-hour
+0 Medicine (Wis) Celestial Resistance. You have resistance to ritual on a different weapon, or if you use a 1-hour ritual
WISDOM
necrotic damage and radiant damage. to break your bond to it. The weapon appears at your feet
-1 Nature (Int) if it is in the extradimensional space when the bond

10 +0 Perception (Wis) Healing Hands (Action—1/Long Rest). You can breaks.


touch a creature and cause it to regain 9 hit points.
+4 Performance (Cha) Hexblade’s Curse (Bonus Action—1/Short Rest). Choose
one creature you can see within 30ft. The target is cursed
+4 Persuasion (Cha) Light Bearer. You know the light cantrip. for 1 minute. Until the curse ends, you gain the following
+0 -1 Religion (Int)
(Spellcasting: Charisma) benefits:You gain a +4 bonus to damage rolls against the
cursed target and any attack roll you make against the
+1 Sleight of Hand (Dex) Necrotic Shroud (1/Long Rest). The instant you cursed target is a critical hit on a roll of 19 or 20 on the
CHARISMA transform, other creatures within 10 feet of you d20.If the cursed target dies, you regain 13 hp.
+1 Stealth (Dex) that can see you must each succeed on a Charisma
Hex Warrior. Whenever you finish a long rest, you can
18 +0 Survival (Wis) saving throw (DC 16) or become frightened of you
until the end of your next turn. Your touch one weapon that you are proficient with and that
SKILLS lacks the two-handed property. When you attack with that
transformation lasts for 1 minute or until you end weapon, you can use +8 for the attack and +4 damage.
it as a bonus action. During it, once on each of
+4 10 PASSIVE PERCEPTION your turns, you can deal 9 extra necrotic damage Accursed Specter (1/Long Rest). You can curse the soul of
to one target when you deal damage to it with an humanoid you slay turning it into a Specter until the end
attack or a spell. of your next long rest, it gains 4 temporary hp, rolls
ADVANTAGE
initiative, has its own turns, and gains a +4 bonus to attack
rolls.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +4 vs AC 2d6+0 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Longsword 5 ft +4 vs AC 1d8+0 slashing
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Dragonchess set

Languages. Common, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male Around 5000 years 1,88 m 91 kg
GENDER AGE HEIGHT WEIGHT
Aatrox Red Red Scales None
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I can stare down a hell hound without flinching. a recent war.
I enjoy being strong and like breaking things.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Might. In life as in war, the stronger force wins. (Evil)

IDEAL

I would still lay down my life for the people I served


with.

BOND

My hatred of my enemies is blind and unreasoning.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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
[Greatsword] 1 6
Monster Hunter’s Pack 1 10
Longsword 1 3
[Breastplate] 1 20

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

39 lb / 150 lb 300 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 +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Blood Siphon Booming Blade


Rancorous-Mist Blade

1ST LEVEL Armor of Agathys Avoid Grievous Injury


Corrosive Grasp Larloch’s Minor Drain

2ND LEVEL Power Word Kneel

3RD LEVEL Blood Armor Vampiric Touch

4TH LEVEL Crimson Cloak Shadow Refuge

5TH LEVEL 2 SPELL SLOTS Freeze Blood

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Blood Siphon Booming Blade Light
Necromancy Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE Touch RANGE 5 feet RANGE Touch
DURATION Instantaneous DURATION 1 round DURATION 1 hour
COMPONENTS V, S COMPONENTS V, M (a weapon) COMPONENTS V, M (a firefly or phosphorescent moss)

You touch a creature with the tip of your finger and attempt to As part of the action used to cast this spell, you must make a melee You touch one object that is no larger than 10 feet in any dimension.
siphon their life force to strengthen your own. Make a melee spell attack with a weapon against one creature within the spell’s range, Until the spell ends, the object sheds bright light in a 20-foot radius
attack against a target, with a successful attack dealing 1d4 necrotic otherwise the spell fails. On a hit, the target suffers the attack’s and dim light for an additional 20 feet. The light can be colored as
damage and granting you half of the damage dealt as temporary hit normal effects, and it becomes sheathed in booming energy until the you like. Completely covering the object with something opaque
points. start of your next turn. If the target willingly moves before then, it blocks the light. The spell ends if you cast it again or dismiss it as an
The spell’s damage increases by 1d4 when you reach 5th level immediately takes 1d8 thunder damage, and the spell ends. action.
(2d4), 11th level (3d4), and 17th level (4d4). This spell’s damage increases when you reach higher levels. At 5th If you target an object held or worn by a hostile creature, that
level, the melee attack deals an extra 1d8 thunder damage to the creature must succeed on a Dexterity saving throw to avoid the spell.
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Sword Coast Adventurer’s Guide Light Bearer (Aasimar) Player’s Handbook

Rancorous-Mist Blade Armor of Agathys Avoid Grievous Injury


Conjuration Cantrip 1st-level abjuration 1st-level divination (combat)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, when you are struck by a critical hit
RANGE 5 feet RANGE Self RANGE Self
DURATION 1 round DURATION 1 hour DURATION Instantaneous
COMPONENTS V, M (a weapon) COMPONENTS V, S, M (a cup of water) COMPONENTS V, S

As part of the action used to cast this spell, you must make a melee A protective magical force surrounds you, manifesting as a spectral You cast this spell when a foe strikes you with a critical hit but before
attack with a weapon against one creature within the spell’s range, frost that covers you and your gear. You gain 5 temporary hit points damage dice are rolled. The critical hit against you becomes a normal
otherwise the spell fails. On a hit, the target suffers the attack’s for the duration. If a creature hits you with a melee attack while you hit.
normal effects, and it becomes engulfed in a 5-foot square of acidic have these hit points, the creature takes 5 cold damage.
mist. If the target does not move out of this square by the start of At Higher Levels. When you cast this spell using a spell slot of 2nd
your next turn, it immediately takes 1d8 acid damage, and the spell level or higher, both the temporary hit points and the cold damage
ends. increase by 5 for each slot above 1st.
This spell’s damage and effected area increase when you reach
higher levels. At 5th level, the damage is increased by 1d8 and the
area covered by the mist is 10 feet in a line away from you, affecting
any creatures in the mist at the start of your next turn. Both the
damage and area’s line increase by 1d8 and 5 feet at 11th level and
17th level.

Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Deep Magic: Combat Divination

Corrosive Grasp Larloch’s Minor Drain Power Word Kneel


1st-level conjuration 1st-level necromancy 2nd-level enchantment (hieroglyph)

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


RANGE Touch RANGE 90 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (an emerald worth at least 100 gp)

Your hand becomes momentarily coated with a thick layer of acid. You create a ball of necrotic energy and launch it towards a creature When you shout this power word, creatures within 20 feet of a point
Make a melee spell attack against a creature you can reach. On a hit, that you can see within range. Make a ranged spell attack against the you specify are compelled to kneel down facing you. Up to 55 hit
the target takes 4d6 acid damage. target. On a hit, the target takes 1d8 necrotic damage, and you regain points of creatures are affected, beginning with those that have the
At Higher Levels. When you cast this spell using a spell slot of 2nd hit points equal to half the amount of necrotic damage dealt. If you fewest hit points. A kneeling creature makes a Wisdom saving throw
level or higher, the damage increases by 1d6 for each slot level above are at your maximum total hit points, you receive double the amount at the end of its turn, ending the effect on itself with a success. A
1st. as temporary hit points instead. kneeling creature is treated as prone. The effect ends immediately on
any creature that takes damage while kneeling.

Pact Magic (Warlock) Mirt’s Undermountain Survival Guide Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Deep Magic: Hieroglyph Magic
Blood Armor Vampiric Touch Crimson Cloak
3rd-level necromancy (blood) 3rd-level necromancy 4th-level necromancy

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Self
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a cloak worth at least 10 gp)

When you strike a foe with a melee weapon attack, you can The touch of your shadow-wreathed hand can siphon force from Blood is the currency of life, and it is natural to covet this wealth.
immediately cast blood armor as a bonus action. The foe you struck others to heal your wounds. Make a melee spell attack against a You pull blood from the open wounds of those around you into
must contain blood; targets that don’t bleed don’t satisfy the creature within your reach. On a hit, the target takes 3d6 necrotic your cloak, infusing it with stygian magic. Whenever you or a creature
requirement for blood armor. The blood flowing from your foe damage, and you regain hit points equal to half the amount of within 15 feet of you loses hit points, your cloak gains a blood value
magically increases in volume and forms a suit of armor around you, necrotic damage dealt. Until the spell ends, you can make the attack equal to the amount of hit points lost, to a maximum total of 30.
granting you armor class 18 + your Dexterity modifer for the spell’s again on each of your turns as an action. Whenever you would take damage from a spell while your cloak has
duration. Blood armor has no Strength requirement, doesn’t hinder At Higher Levels. When you cast this spell using a spell slot of 4th reached the maximum blood value, you can use your reaction to gain
spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) level or higher, the damage increases by 1d6 for each slot level above resistance to the damage you would take from the spell. Once you do
checks. 3rd. this, the cloak’s blood value returns to zero.
If the creature you struck was celestial, blood armor also grants At Higher Levels. When you cast this spell using a spell slot of 5th
you advantage on Charisma saving throws. level or higher, the maximum decreases by 5 per spell slot level
above 4th.

Pact Magic (Warlock) Deep Magic: Blood & Doom Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) The Compendium of Forgotten Secrets

Shadow Refuge Freeze Blood


4th-level illusion 5th-level transmutation (winter)

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Self RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S

In the void, peace is cold and clarity is merciless. When you cast freeze blood as a successful melee spell attack against
You step into a shrouded space outside reality for a brief moment, a living creature with a circulatory system, the creature’s blood
gathering your power and waiting for a chance to strike. Until the freezes. For the spell’s duration, the affected creature’s speed is
start of your next turn, you cannot be targeted by spells and you are halved and it takes 4d10 cold damage at the beginning of your turns.
heavily obscured by magical darkness. Your first successful attack If the creature takes bludgeoning damage from a critical hit, the
during your next turn inflicts an additional 4d6 psychic damage and attack’s damage dice are rolled three times instead of twice. An
knocks your target prone. affected creature repeats the saving throw at the end of its turn,
ending the effect on a success.

Pact Magic (Warlock) The Compendium of Forgotten Secrets Pact Magic (Warlock) Deep Magic: Winter Magic
Greatsword Monster Hunter’s Pack Longsword
Weapons Equipment Packs Weapons

Includes a chest, a crowbar, a hammer, three wooden


stakes, a holy symbol, a flask of holy water, a set of
manacles, a steel mirror, a flask of oil, a tinderbox, and
three torches.

6 lb. Player’s Handbook 10 lbs. Curse of Strahd 3 lb. Player’s Handbook

Breastplate
Armor

This armor consists of a fitted metal chest piece worn with


supple leather. Although it leaves the legs and arms
relatively unprotected, this armor provides good protection
for the wearer’s vital organs while leaving the wearer
relatively unencumbered.

20 lb. Player’s Handbook

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