Charlotte Taninger | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Charlotte Taninger

Warlock 4 Class & Level
charlatan Background
human Race
chaotic good Alignment

Strength 10
+0
Dexterity 13
+1
constitution 16
+3
intelligence 14
+2
wisdom 11
+0
charisma 15
+2
Total Hit Dice 4
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+5 Deception
+2 History
+2 Insight
+3 Intimidation
+2 Investigation
+2 Medicine
+4 Nature
+2 Perception
+3 Performance
+3 Persuasion
+2 Religion
+3 Sleight of Hands
+1 Stealth
+2 Survival
skills Arcana, Depeption, Nature, Slight of Hand   Wisdom, Charisma proficiencies

 
13
Armor Class
25
Hit Points
+2
Initiative
30
Speed
WeaponActionRangeAttack BonusDamage
Dagger1A20/60 feet 1d20+2 melee, 1d20+3 ranged 1d4 slashing
Eldritch Blast1A120 feet 1d20+5 1d10 force
Produce Flame1A30 feet 1d20+5 1d8 fire
Hellish Rebukereaction60 feetDex Save 2d10 fire. 1/2 on save
Witch Bolt1A3 feet 1d20+5 2d12 lightning (recurring)
Cloud of Daggers1A60 feetn/a 4d4 slashing
Fey Presence1ASelf, 10' cubeWis Savecharmed/frightened on failed save
Attacks
Light armor
Simple weapons
Common, Elvish

Dark Vision - 120 feet (Devil's Sight)
Sleep not needed. (Aspect of the Moon)
Proficiences
Spellcasting Ability: Charisma
Spell save DC: 13
Spell Attack modifier: +5

Cantrips: Eldritch Blast, Prestidigitation, Mage Hand, Message, Produce Flame, Dancing Lights

Available Spell Slots: 2 2nd level
Hellish Rebuke, Armor of Agythis, Mage Bolt, Invisibility, Cloud of Daggers
Spellcasting
Component pouch
Leather armor
2 daggers
Crystal arcane focus (necklace)

Manacles
Ball bearings (2 bags of 1,000)
Gaming dice set
5 pieces of chalk

Tent (2 person)
Backpack: waterskin, soap, 5 days rations
Bedroll

13 gp, 11 sp, 3 cp
Equipment
Devil's Sight: You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Aspect of the Moon: You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

FEY PRESENCE: Titania bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) 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.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Warlock - The Archfey - Pact of the Tome


Hit Points

Hit Dice: d8 per Warlock - The Archfey - Pact of the Tome level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiences

Armor: All light
Weapons: All simple
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Class Features

Otherworldly Patron - The Archfey

  Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.  
Expanded Spell List
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spell
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) 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.

Pact Magic - 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.


Spellcasting

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell Attack modifier = your proficiency bonus + your Charisma modifier

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 Str, +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha OR (Variant) +1 to any two Ability Scores
Size Medium
Speed 30 ft.

The default Human gains no additional features.   (Variant): You gain proficiency in one Skill of your choice. You gain one Feat of your choice.

Languages. Common, One Language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

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.

Class(es): Warlock

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

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 magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB: P. 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
flickering flame appears in your hand.
The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
  You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Available for: Druid

PHB pg. 259

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.
Available for: Bard, Sorcerer, Wizard

PHB pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S, M
Materials: a bit of phosphorus or wychwood, or a glowworm
Duration: Concentration, Up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever for you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Bard, Sorcerer, Wizard

Level 1 Spells

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Paladin (Oathbreaker)

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a cup of water

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 level above 1st.

Class(es): Warlock, Paladin (Oath of Conquest)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Cloud of Daggers

2-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a sliver of glass

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

midnight_kitti.

Statblock Type

Character Sheet (Legacy)

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