Burrow Archfey Warlock 7
Burrow Archfey Warlock 7
INSPIRATION
STRENGTH
15 +6 30
1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
13 PERSONALITY TRAITS
3 3
0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
16 ● 5 Wisdom
● 7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
3 Total 7
Acrobatics (Dex) SUCCESSES
16
● 3
Animal Handling (Wis)
Arcana (Int)
d8+3 FAILURES
0 ● 7 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Lucky Footwork (When you fail a
11 Insight (Wis) Dexterity saving throw, you can use
Intimidation (Cha)
your reaction to roll a d4 and add it to
the save, potentially turning the failure
WISDOM Investigation (Int) into a success. You can’t use this
Medicine (Wis) reaction if you’re prone or your speed is
2 ● 3 Nature (Int)
0.)
● 5 Perception (Wis) Stoat Hop (As a bonus action, you can
15
Performance (Cha) jump a number of feet equal to five
● 7 Persuasion (Cha) times your proficiency bonus, without
CHARISMA provoking opportunity attacks. You
Religion (Int)
can use this trait only if your speed is
4 Sleight of Hand (Dex) greater than 0. You can use it a number
of times equal to your proficiency
Stealth (Dex)
19 bonus, and you regain all expended
● 5 Survival (Wis)
uses when you finish a long rest.)
SKILLS ATTACKS & SPELLCASTING
War Caster
15 PASSIVE WISDOM (PERCEPTION)
CP Studded Leather * You have advantage on Constitution
saving throws that you make to
maintain your concentration on a spell
SP when you take damage.
Light Armor * You can perform the somatic
Simple Weapons components of spells even when you
EP
have weapons or a shield in one or
both hands.
Drum GP * When a hostile creature's movement
provokes an opportunity attack from
Stoat, Sylvan you, you can use your reaction lo cast a
PP
spell at the creature, rather than
making an opportunity attack. The spell
must have a casting time of 1 action
and must target only that creature.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT
Fey Presence (As an action, you can cause each creature in a 10-
Invocations: foot cube originating from you to make a Wisdom saving throw
* Agonizing Blast (When you cast
eldritch blast, add your Charisma
against your warlock spell save DC. The creatures that fail their
modifier to the damage it deals on saving throws are all charmed or frightened by you (your choice)
a hit.) until the end of your next turn. Once you use this feature, you can't
use it again until you finish a short or long rest.)
* Beguiling Influence (You gain
proficiency in the Deception and Misty Escape (When you take damage, you can use your reaction
Persuasion skills.) to turn invisible and teleport up to 60 feet to an unoccupied space
* Repelling Blast (When you hit a
you can see. You remain invisible until the start of your next turn or
creature with eldritch blast, you can until you attack or cast a spell. Once you use this feature, you can't
push the creature up to 10 feet use it again until you finish a short or long rest.)
away from you in a straight line.)
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Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Eldritch Blast ● Hypnotic Pattern
Minor Image ● Counterspell
Mage Hand ● Thunderstep
● Plant Growth
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
● Summon Aberration
SPELLS KNOWN
● Banishment
2
● Calm Emotions
Invisibility
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