D&D 5E Character Sheet: Hexblade Warlock
D&D 5E Character Sheet: Hexblade Warlock
STEALTH DISADVANTAGE
+4 the new roll. When you score a critical hit that deals
+1 Dexterity
piercing damage to a creature, you can roll one
+2 Constitution ARMOR CLASS additional damage die when determining the extra
DEXTERITY
-1 Intelligence
piercing damage the target takes.
MAXIMUM HIT DICE TEMPORARY
12 ✘
✘
+2 Wisdom
+7 Charisma
40 4d8 Eldritch Invocations.
Chilling Hex (Bonus Action). You cause frost to
CONDITIONAL
swirl around a target cursed by your Hexblade’s
Curse, dealing 5 cold damage to each of your
+1 enemies within 5 feet of the target.
Burning Hex (Bonus Action). You cause a target
CURRENT HIT POINTS cursed by your Hexblade’s Curse to take 5 fire
CONSTITUTION DEATH SAVING THROWS
damage.
SAVING THROWS
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Pact of the Talisman. Your patron gives you an
amulet, a talisman that can aid the wearer when the
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION need is great. When the wearer fails an ability
+0 Animal Handling (Wis)
check, they can add a d4 to the roll, potentially
+2 -1 Arcana (Int) Darkvision turning the roll into a success. You can use this
Immunities. Poison benefit 2 times per long rest.
+4 Athletics (Str)
If you lose the talisman, you can perform a 1-hour
INTELLIGENCE +5 Deception (Cha) ceremony to receive a replacement from your
patron. This ceremony can be performed during a
8 ✘
✘
+1 History (Int)
+2 Insight (Wis)
short or long rest, and it destroys the previous
amulet. The talisman turns to ash when you die.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Hexblade’s Curse (Bonus Action—1/Short Rest).
-1 -1 Investigation (Int) Choose one creature you can see within 30ft. The
Past Life. target is cursed for 1 minute or until target dies, you
+0 Medicine (Wis) Elf. Before your death, you were a Elf and appear as an undead version of it.
die, or you are incapacitated. Until the curse ends,
WISDOM -1 Nature (Int) Living Dead. You are immune to disease. You do not need to eat or breathe. you gain a +2 bonus to damage rolls against the
Additionally, you have two creature types: humanoid and undead. You can be
cursed target and any attack roll you make against
11
affected by a spell or ability if it works on either of your creature types.
+0 Perception (Wis)
Restless. You treat exhaustion as if it was one level less. In addition, instead of
the cursed target is a critical hit on a roll of 19 or 20
+5 Performance (Cha) sleeping, you enter an inactive state for 4 hours each day. You do not dream in on the d20. If the cursed target dies, you regain
this state; you are fully aware of your surroundings and notice approaching 9HP.
+5 Persuasion (Cha) enemies and other events as normal.
+0 ✘ +1 Religion (Int)
Unholy. When you regain hit points from a source that specifies it does not
Hex Warrior. Whenever you finish a long rest, you
function on undead, you only receive half as many hit points as the source
would normally provide, rounded down. can touch one weapon that you are proficient with
+1 Sleight of Hand (Dex)
Bloodless. You are immune to poison damage and the poisoned condition. and that lacks the two-handed property. When you
CHARISMA +1 Stealth (Dex) attack with that weapon, you can use +7 for the
Eternal Vengeance. You know at all times the general direction of and relative
attack and +5 damage.
20
distance to a specific intelligent creature on whom you seek revenge for your
+0 Survival (Wis) death.
SKILLS Driven. You have advantage on saving throws against effects that turn undead
or would cause you to be frightened.
+5 10 PASSIVE PERCEPTION Unnatural Vitality. When you drop to 0 hit points, you can choose to stay
conscious instead of falling unconscious. If you do, you gain 6 temporary hit
points, which last for up to one minute. In this state, you can take an action or
bonus action on your turn, but not both, and can move only half of your
movement speed. You remain in this state until you regain hit points, or until
you no longer have temporary hit points. If you lose all temporary hit points in
ADVANTAGE this state while you are still at 0 hit points, you fall unconscious and begin
making death saving throws as normal.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I idolize a particular hero of my faith, and constantly thing as channeling divine power.
refer to that person’s deeds and example.
I idolize a particular hero of my faith, and constantly Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
refer to that person’s deeds and example.
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
IDEAL
BOND
I am inflexible in my thinking.
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
[Spiked Armor] 1 45
[Lance] 1 6
0 0 0 0 0
51 lb / 285 lb 570 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A
You touch the ground beneath your feet to imbue it with a faint You feed off the lingering fragments of life-force from the dying. You point at one creature you can see within range, and the sound of
necrotic energy. This energy glows with a green dim light in a 10-foot Select a humanoid that has 0 hit points and is not stable that you can a dolorous bell fills the air around it for a moment. The target must
radius. As a bonus action on your turn, you can cause the energy to see within range. The target must succeed on a Death saving throw. succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
travel through the ground centered on a place you can see within 30 On a failure, the creature inches closer to death and you gain 1d4 the target is missing any of its hit points, it instead takes 1d12
feet of you. Any creature other than yourself making an attack while temporary hit points. Alternatively, you can target a humanoid necrotic damage.
standing on the corrupted ground does so with a -2 attack penalty. corpse that has died within the last minute to gain this benefit. You The spell’s damage increases by one die when you reach 5th level
The distance you can move the corruption increases by an cannot use the same corpse more than once. (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
additional 10 feet when you reach 5th level (40 feet), 11th level (50 You gain one additional 1d4 temporary hit points at 5th level (2d4),
feet), and 17th level (60 feet). 11th level (3d4), and 17th level (4d4).
Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Xanathar’s Guide to Everything
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V, S
You awaken the sense of mortality in one creature you can see within You touch a humanoid creature that has at least 1 hit point, placing a You extend your hand toward a humanoid creature you can see
range. A construct or an undead is immune to this effect. The target curse upon it for 1 minute. If the creature dies while the curse is within range and infect the target with a horrible disease, causing
must succeed on a Wisdom saving throw or become frightened of active, it is raised as a zombie under your control (the DM has the their flesh to form pustules and smell of decay. The creature must
you until the spell ends. The frightened target can repeat the saving creature’s game statistics). A remove curse spell ends this effect succeed on a Constitution saving throw or take 2d12 necrotic
throw at the end of each of its turns, ending the effect on itself on a when cast upon a living creature. damage.
success. On each of your turns, you can use a bonus action to mentally At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd command any creature you made with this spell if the creature is level or higher, the damage increases by 1d12 for each slot level
level or higher, you can target one additional creature for each slot within 60 feet of you (issuing the same command to each one if you above 1st.
level above 1st. The creatures must be within 30 feet of each other control multiple creatures).
when you target them. The creature is under your control for 1 minute, after which it stops
obeying any command you’ve given it.
Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Grimlore’s Grimoire
Authority is the manifestation of power over another, and power is You create a floating hand made of shadow in an unoccupied space
the expression of one’s will upon the world. that you can see within range. When you cast the spell, you can make
You thrust out your hands, unleashing a deadly coil of lightning a melee spell attack against a creature within 5 feet of the shadowy
infused with wrathful hate towards a creature you can see within hand. On a hit, the target takes 1d12 of necrotic damage and must
range. The target must make a Constitution saving throw. If they fail, make a Wisdom saving throw or be frightened of you until the end of
they take 2d8 lightning damage. If the target is below their maximum its next turn.
hit points, the lightning forks to another creature of your choosing As a bonus action, you can move the shadowy hand up to 20 feet
within 10 feet of the target. This new target must make their own and repeat the attack against a creature within 5 feet of it.
Constitution saving throw, taking 2d8 lightning damage if they fail. At Higher Levels. When you cast this spell using a spell slot of 3rd
This process can repeat up to three times, and the same target level or higher, the damage dealt by the hand increases by 1d12 for
cannot be affected twice. If a target succeeds on their saving throw every two spell slot levels above 2nd.
and is below their maximum hit points, they take 1d8 necrotic
damage instead.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, either the lightning or necrotic damage (your choice)
increases by 1d8 per slot level above 2nd.
Pact Magic (Warlock) The Compendium of Forgotten Secrets Pact Magic (Warlock) Grimlore’s Grimoire
Spiked Armor Lance
Armor Weapons