Half-Elf Warlock 10 (Great Old One Pact) PDF

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10/4/23, 0:03 Fast Character | D&D Character Maker | Half-Elf Warlock 10 (Great Old One Pact)

Warlock 10 (Great Old One Pact) 68,480


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Half-Elf Charlatan
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chaotic Neutral. I follow my
(AC) INITIATIVE shifting whims with little concern about
10
SAVING THROWS
13 +2 30 ft. rules or later consequences.

Charlatan Background [PHB p. 128]


Armor Worn: leather armor
+0 Strength Saves  • Feature: False Identity.
DEX +2 Dexterity Saves  • Traits: Constantly picking pockets of
HIT POINTS HIT DICE
+2 +2 Constitution Saves  strangers. Raised in a cloud giant's sky
castle.
14
+1 Intelligence Saves 
+3 Wisdom Saves *
73 10d8 • Ideal: Trust in the whims of fate.
+9 Charisma Saves * • Bond: Paying back a forgiving victim.
DEATH SAVES:   Success  O O O   Fail  O O O • Flaw: Overconfident about scams.
* Prof. bonus added
CON SKILLS WEAPON & UNARMED ATTACKS
Half-Elf Traits [PHB p. 38]

+2 +2  Acrobatics (Dex) Basic Attack. One target per Attack action.


• Creature Type: Humanoid
• Age: 65 years old
• Medium Size (5' 6", 137 lbs.)
14 -1  Animal Handling (Wis)
• Darkvision (60 feet)
+5  Arcana (Int) * Dagger. Melee or Ranged Weapon Attack:
+6 to hit, reach 5 ft. 1d4+2 piercing • Fey Ancestry (vs. charm, no sleep)
+0  Athletics (Str)
+9  Deception (Cha) * damage. (If thrown, normal range to 20
INT ft.; disadvantage long range 21 to 60 ft.) Warlock Class Features [PHB p. 106]
+5  History (Int) *
+1 -1  Insight (Wis)
Dagger (offhand as bonus action). As above but
• Otherworldly Patron (The Starworm of Ygg,
larval demigod)
• Pact Magic (all cast as 5th level spells,
12 +9  Intimidation (Cha) * only 1d4 piercing damage.
regain spell slots after short or long rest)
+5  Investigation (Int) *
-1  Medicine (Wis) Spear. Melee or Ranged Weapon Attack: +4 to • Awakened Mind (telepathic speech to any
hit, reach 5 ft. Hit: 1d6+0 piercing damage. (If one creature with language within sight
+1  Nature (Int) thrown, normal range to 20 ft.; disadvantage
WIS to 30 feet)
-1  Perception (Wis) long range 21 to 60 ft. If used two-handed in • Eldritch Invocations (see below)
-1 +5  Performance (Cha) melee, does 1d8+0 damage.) • Pact Boon (Pact of the Tome / Book of
Shadows, able to cast Vicious Mockery,
9 +5  Persuasion (Cha)
MAGIC, FEATS & SPECIAL ATTACKS Resistance and Thorn Whip cantrips)
+1  Religion (Int)
+6  Sleight of Hand (Dex) * Eldritch Blast Cantrip. Ranged Spell Attack: +9 to • Entropic Ward (once betw. rests, impose
hit, target one creature within 120 ft. range. disadvantage on opponent, gain adv. if
+2  Stealth (Dex) miss)
CHA Hit: 1d10+5 force damage with 2 beam(s). (If
-1  Survival (Wis) more than one beam, blast can be used as • Thought Shield (block telepathy, gain
+5 multiple beams of 1d10+5, each with
separate attack roll to hit as one attack
psychic resistence, reflect back psychic
damage)
20 * Prof. bonus added
action.)
9 PASSIVE WISDOM
(PERCEPTION) EQUIPMENT & TREASURE
Carried Gear [PHB, p. 143]: leather armor (AC
PROFICIENCIES & LANGUAGES 11), two (2) daggers, spear, disguise kit
Armor: light armor (cosmetics, hair dye, props, etc.), belt pouch, set
of fine clothes, tools of the con (various small
Weapons: simple weapons convincing fakes). (This load is about 34 lbs.; add
Tools: disguise kit, forgery kit 1 lb. per 50 coins carried.)
Saving Throws: Wisdom, Charisma
Coins & Gems: 739 gold pieces (gp); 75 silver
Skills: Arcana, Deception, History, pieces (sp); 8 copper pieces (cp); 2 gems (worth
Intimidation, Investigation, Sleight of Hand 100 gp each)
Languages: Common, Elvish, Deep Speech

MAGIC SPELLS WARLOCK INVOCATIONS ENCUMBRANCE


Spellcasting [PHB p. 201] Eldritch Invocations [PHB p. 110] Lifting & Carrying: 150 lbs. max. carrying
• Agonizing Blast (increased Eldritch Blast capacity; 300 lbs. pushing or dragging
damage) (speed -5 ft.); 300 lbs. max. lift.
Spell Attack Modifier +9
• Book of Ancient Secrets (as ritual, cast
Spell Save DC 17
Augury, Identify, Detect Poison And
Disease, Leomund's Tiny Hut, Purify Food
Cantrips Known: Eldritch Blast, Mage Hand, And Drink, Silence)
Prestidigitation, True Strike • One With Shadows (in dim light or
darkness, become invisible as action)
Known Spells (2 spell slots) • Whispers of the Grave (Speak With Dead at
Clairvoyance, Crown Of Madness, will)
Dimension Door, Dispel Magic, Dissonant
Whispers, Fly, Hex, Hold Monster,
Phantasmal Force, Witch Bolt

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10/4/23, 0:03 Fast Character | D&D Character Maker | Half-Elf Warlock 10 (Great Old One Pact)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).

[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).

[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).

[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).

[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).

[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).

[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).

[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).

[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS

[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
1934547840; ISBN-13: 978-1934547847).

[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).

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