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Burrow Archfey Warlock 7

The document outlines the character sheet for a level 7 Archfey Warlock named Annie, who has an Outlander background. Key attributes include a high Charisma score of 19 and various spells and abilities such as Eldritch Blast and Misty Escape. The character also possesses a talisman that enhances ability checks and saving throws, along with several skills and proficiencies.

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Jeff Slick
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0% found this document useful (0 votes)
16 views

Burrow Archfey Warlock 7

The document outlines the character sheet for a level 7 Archfey Warlock named Annie, who has an Outlander background. Key attributes include a high Charisma score of 19 and various spells and abilities such as Eldritch Blast and Misty Escape. The character also possesses a talisman that enhances ability checks and saving throws, along with several skills and proficiencies.

Uploaded by

Jeff Slick
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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Archfey Warlock 7 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Annie
Stoat
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +6 30
1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 59


1 Strength
DEXTERITY 3 Dexterity

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

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● 4 Athletics (Str)

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

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Pact of the Talisman (Your patron


NAME
gives you an amulet, a talisman that
can aid the wearer when the need is
great. When the wearer fails an ability
check, they can add a d4 to the roll,
potentially turning the roll into a
success. This benefit can be used a
number of times equal to your
proficiency bonus, and all expended
uses are restored when you finish a
long rest. If you lose the talisman, you
can perform a 1-hour ceremony to
receive a replacement from your
patron. This ceremony can be
performed during a short or long rest, SYMBOL
and it destroys the previous amulet.
The talisman turns to ash when you
die.)

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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.)

* Protection of the Talisman


(When the wearer of your talisman
ADDITIONAL FEATURES & TRAITS
fails a saving throw, they can add a
d4 to the roll, potentially turning the
save into a success. This benefit
can be used a number of times
equal to your proficiency bonus,
and all expended uses are restored
when you finish a long rest.)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
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

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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