Kildi, Who Walks The Path: 1 Warlock (The Fiend) Isaac Folk Hero Dwarf, Hill 0
Kildi, Who Walks The Path: 1 Warlock (The Fiend) Isaac Folk Hero Dwarf, Hill 0
Kildi, Who Walks The Path: 1 Warlock (The Fiend) Isaac Folk Hero Dwarf, Hill 0
-1 STR +1 INT
12 +2 14
12 Armor Studded Leather
AC DESCRIPTION
-1
+2 DEX +3 WIS
+3 CON +5 CHA
Shield
Poison
RESISTANCES
9
Magic
+2
Misc
Temporary Hit Points: Misc
+2
Adv. vs. Poison
14
13
1 d8+3 25 ft
SUCCESSES LEVEL DIE USED ENCUMBERED
25 ft
+3
FAILURES
+2 Acrobatics (Dex)
ARMOR
16
Light Medium Heavy Shields
-1 Athletics (Str)
+1
+3 Deception (Cha) Common
LANGUAGES TOOLS & OTHERS
Type of artisan's tools
+1 History (Int) Dwarvish Vehicles (land)
+1 Insight (Wis) Abyssal
12
smith, brewer, or mason tools
+5 Intimidation (Cha)
+3 Investigation (Int)
+1
+1 Medicine (Wis)
+1 Nature (Int)
+1 Perception (Wis)
12 +3 Performance (Cha)
+3 Persuasion (Cha)
ACTIONS BONUS ACTIONS REACTIONS
+1 Religion (Int)
Darkvision 60 ft
Dart Dex 20/60 ft +4 1d4+2 Piercing
DESCRIPTION
Finesse, thrown
Bolts
NAME TOTAL NAME TOTAL
Warlock (the Fiend), level 1:
Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
Dark One's Blessing (the Fiend 1, PHB 109)
When I reduce a hostile to 0 HP, I gain Cha mod + warlock level temporary HP (min 1)
Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.
1 1 10 1
Dagger 1 1 Tinderbox 1 1
Dart 20 0.25 Ration 10 2
EP
20 0 1 4
Candle 10 0
Flask 1 1
PP
Sack 10 0.5
100 lb
WEIGHT CARRIED
46 - 90 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
91 - 135 lb
HEAVILY ENCUMBERED
Charisma +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams Evoc 1a 120 ft V,S Instantaneous P 237
Poison Spray 1 creature save or 1d12 Poison dmg; +1d12 at CL 5, 11, and 17 Con Conj 1a 10 ft V,S Instantaneous P 266
Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg Abjur 1a Self V,S,M 1 h P 215
Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grapplers reach by an effect.
(ACTION) Move through hostiles space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Cant see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)