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Lilith

11 Level (0/100000 XP for level-up) Background Race / Species / Heritage neutal evil Alignment
warlock
Level 11
Hit Dice: 10/11
1d8+3 Class 1

STR
16
+3
DEX
18
+4
CON
16
+3
INT
11
+0
WIS
8
-1
CHA
20
+5
105
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
35, 15 hover
Speed (walk/run/fly)
9
Passive Perception
1 / 1
Dark One's Own Luck
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+4 Dexterity
+7 Constitution
+0 Intelligence
-1 Wisdom
+13 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+13 Deception CHA
+0 History INT
+3 Insight WIS
+9 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scepter of Charm +7 STR d6+3 Bludgeoning
 Cast charm person or Comprehend Languages.
Dagger +7 STR d4+3 slashing
Attacks

Spell Book

Boon
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, 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, and it destroys the previous book. The book turns to ash when you die.
Fiend
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Invocations
Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Far Scribe
Source: Tasha's Cauldron of Everything
Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Mire the Mind
Source: Player's Handbook
Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Features & Traits
leather armour. A small knife, a map of the city you
grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch. Includes a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Water canteen, Thieves' Tools. 2kg powderd silver. greater healing potion, poison potion.
Orb of scrying, 2x perdag, 5 keer perweek

Equipment Copper: 0, Silver: 3, Electrum: 0, Gold: 72, Platinum: 0 Money
eldritch blast
minor illusion
mind sliver
mage hand
Shocking grasp
primal savergy
mess
hex
armour agathys

Earthbind
Hold Person
Enemies abound
Hypnotic pattern
Shadow of moil
Infernal calling
Summon Aberration (not yet)
Flame strike
Mental prison ( arch arcanum)
slow( invo)
( ik moet eig hold monster hebben)
Spellcasting
comon. infernal

Languages & Proficiencies
a bitch

Personality Traits
'Now is the time for survival, you were right, and i was wrong. Go live your life, make a new family.' -Golgun's last words
Dependant on people, does everything to survive.
ocd needs to count everything

Flaws
scroll of protection of good and evil
scroll of advice.
Sending stone of horny

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Imp CR: 1

Tiny fiend, lawful evil
Armor Class: 13
Hit Points: 10hp (3d4+3)
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: Cold; Bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered
Damage Immunities: Fire, poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft, Passive Erception 11
Languages: Common, Infernal
Challenge Rating: 1

Shapechanger: Imp can use it's action to polymorph into a beast form that resembles (speed 20ft), a raven ( speed 20ft fly 60ft), or a spider (speed 20 ft, climb 20ft. Or back to it's true form. It's statistics are the same in each form except for the speed changes noted. Any equipment it is wearing does not turn invisible. It reverts to it's true form if it dies.   Devil's Sight. - Magical darkness doesn't impede the imps darkvision.   Magical Resistance. - The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form) - melee weapon attack +5 to hit. 5ft reach, 1 target,  hit: 5(1d4+3) piercing damage and the target must make a DC 11 constitution saving throw taking 10 (3d6) poison damage on failure or half as much on success.   Invisibility. The imp turns magically invisible until it attacks or until it's concentration ends (as if concentrating on any spell) any equipment the imp carries or wears is invisible as well.

Monster Manual

Swarm of Bats CR: 1/4

Medium swarm of tiny beasts, unaligned
Armor Class: 12 (natural armor)
Hit Points: 22 (5d8) 5d8
Speed: 0 ft , fly: 30 ft

STR

5 -3

DEX

15 +2

CON

10 +0

INT

2 -4

WIS

12 +1

CHA

4 -3

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Languages: -
Challenge Rating: 1/4

Echolocation. The swarm can't use its blindsight while deafened.   Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.   Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) 2d4 piercing damage, or 2 (1d4) 1d4 piercing damage if the swarm has half of its hit points or fewer.

Suggested Environments

Environments. Hill, Mountain, Underdark, Urban

Hell Hound CR: 9

Medium humanoid(beast, shapechanger, demon), chaotic evil
Armor Class: 10 (Human form, 18 Natural armor Hell Hound form)
Hit Points: 13d10+52
Speed: 45 ft

STR

23 +6

DEX

17 +3

CON

16 +3

INT

14 +2

WIS

10 +0

CHA

20 +5

Saving Throws: Str + 10 1d20+10 , Constitution +7 1d20+7 , Charisma +9 1d20+9
Skills:
Shapechanger.
The Hell Hound can use their action to polymorph into a form that resembles a medium humanoid or back into their regular form. When the Hell Hound dies it reverts to its true form.
Hiveminds Blessing. As a thrall of the hivemind, the Hell Hound is granted immunity to psychic damage and being charmed or frightened.
Pack Tactics. When the Hell Hound makes an attack action against a creature with an ally within 5ft of it they gain advantage to hit.
Regeneration. The Hell Hound regains 20 hit points at the start of its turn so long as it has 1 hit point.
Magic Resistance. The Hell Hound gets advantage against spell saves and other magic effects.
Damage Immunities: Psychic, Poison, Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from non-magic attacks.
Condition Immunities: Poisoned, Charmed, and Frightened
Senses: Truesight 120ft.
Languages: Common, Abyssal
Challenge Rating: 9

At will: Hellish Rebuke(2nd level)

Actions

Fierce Multiattack. The Hell Hound makes a Tackle attack, two Claw attacks, and if capable makes a Firebreath attack.
Lustful Multiattack. The Hell Hound makes a Tackle attack and then make a Bite attack.
Tackle. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 19 2d12+6 bludgeoning damage. The creature must make a DC 18 strength save or become grappled. The creature may decide to use their turn to remake this save to escape. If the Hellhound moved 30ft to make this attack they gain advantage to hit and the DC increases by 3.
Claw. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 13 2d6+6 magical slashing damage plus 16 3d10 fire damage.
Bite. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 15 2d8+6 magical piercing damage plus 27 5d10 necrotic damage. This attack automatically hits if the attacked creature is grappled. The creature must make a DC 18 Constitution saving throw. On a failure, the creature becomes afflicted with Infernal Desire after 24 hours have passed. A creature whose hp is reduced to 0 is stable but becomes paralyzed for an hour and automatically fails its Constitution save. Once a creature afflicted by Infernal Desire sexually desires something they immediately turn into a Hell Hound and become Chaotic Evil falling under the control of the Hive Mind.
Firebreath(Recharge 5-6). The Hell Hound exhales a cone of 15ft of fire. Each creature in that area must make a DC 18 Dex save. On a failure, the creatures take 21 6d6 fire damage and 21 6d6 necrotic damage. On a success, the creatures take half that amount.

Pack Leader Variant. Most groups of Hell Hounds are lead by a Pack Leader which gains the following traits. A Pack Leader may use its Fearsome Roar in place of its Fire Breath attack it may also use two bite attacks instead of one in its Lustful Multiattack. The Pack Leader has 50 hit points more than a regular Hell Hound, casts hellish rebuke as a 5th level spell and is considered CR 10.
Mating Pheromones'. Creatures afflicted by Infernal Desire which start their turn within 60ft of the Hell Hound must make a opposed Charisma Saving throw or become a Hell Hound.
Elemental Adept. The Hell Hound ignores resistances to fire and treats immunities as resistances.
Fearsome Roar(Recharge 6). All creatures within 60ft must make a DC 17 Wisdoms saving throw or become frightened. A creature may remake the saving throw at the end of their turn to end the effect. Hell Hounds are unaffected by this ability.

Statblocks for your spells.

Level 0 Spells

PHB

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

Mage hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the Contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't Attack, activate magical items, or carry more than 10 pounds.

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell Attack against the target. You have advantage on the Attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take Reactions until the start of its next turn
At higher levels: The spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

XGtE

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

PHB

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Level 1 Spells

PHB

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V, S, M
Materials: the petrified eye of a newt
Duration: Concentration, 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

PHB

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a drop of mercury
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
  The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
  If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Level 2 Spells

XGtE

Earthbind

2-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V
Duration: Concentration, 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

PHB

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Level 3 Spells

XGtE

Enemies Abound

3-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
  Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

PHB

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: S, M
Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
  The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Level 4 Spells

XGtE

Shadow of Moil

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: an undead eyeball encased in a gem worth at least 150 gp
Duration: Concentration, 1 minute
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
  Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Level 5 Spells

PHB

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Concentration, 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
  You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
  You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

XGtE

Enervation

5-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.
  Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

PHB

Flame Strike

5-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a pinch of sulfur
Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

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