Nef Uhktar | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Nef Uhktar

Warlock 5 Class & Level
Criminal Background
Goblin Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 16
+3
constitution 15
+2
intelligence 14
+2
wisdom 12
+1
charisma 17
+3
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+5 Arcana
+0 Athletics
+6 Deception
+2 History
+1 Insight
+3 Intimidation
+10 Investigation
+1 Medicine
+2 Nature
+6 Perception
+3 Performance
+3 Persuasion
+2 Religion
+3 Sleight of Hands
+6 Stealth
+1 Survival
skills Arcana, Deception, Investigation, Stealth. Light Armor, Simple Weapons Goblic Dwarf Gaming set (dice) Thieves Tools proficiencies

 
14
Armor Class
44
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Dagger 1d20+6 1d4+3
Light Crossbow 1d20+6 1d8+3
Attacks
Observant (+1 Int) -- Read Lips, +5 to Perception and Investigation
Proficiences
Spell DC: 8+Prof+CHA = 14
Cantrip: Minor Illusion
Cantrip: Eldritch Blast (1d10+3) (Agonizing Blast +CHA to dmg)
Cantrip: Message (whisper back and forth)
Cantrip: Guidance (add 1d4 to someone's roll)
Cantrip: Druidcraft (predict weather, flower blossom, Light or snuff flame, harmless sensory effect - leaves, breeze, smell,etc)
Cantrip: Poison Spray (10ft range, 1d12 dmg vs Constitution Save
1st: Sleep (7d8 hit dice of creatures)
1st: Hex (Bonus Action)(add 1d6 dmg to all attacks, disadvantage to one attribute)
2nd: Phantasmal Force (10ft cube size, one creature sees, fully functional, target can use action as Investigation DC check, can deal 1d6 damage)
2nd: Invisibility (lasts one hour until attack or cast)
2nd: Misty Step(Disappear in mist up to 30ft away)
3rd: Gaseous Form (1 hour as a mist, fly at 10ft/round)
Invocation: Agonizing Blast
Invocation: Mask of Many Faces (Disguise Self at will, lasts 1 hour, creature can use action to Investigate check)
Invocation: Eldritch Sight -- detect magic at will
Spellcasting
GOLD: 215
Dagger +1 (Adv on Initiative & Perception)
Cloak - Cloak of Useful Items
* Patches:
** 2 patches riding horses
** 2 daggers
** Mirror
** 10-foot pole
** Lantern
** 50' rope
** Sac of 100 gold
** 12-fool row boat
** 10 gems, 100gp each
** 4x potion of healing (standard)
** Portable Ram (not the animal)

Equipment
Darkvision
Nimble Escape
Fury of the Small (+Level to Dmg once per short or long rest)
Fey Presence (10ft cube save vs Wisdom or be Charmed or Frightened)
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

DnD 5e SRD

Dice Set

Gaming Set Common

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.

Cost: 1sp Weight: --


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

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

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goblin

Ability Score Increase +2 Dex, +1 Con
Size Small
Speed 30ft

Age: Goblins reach adulthood at age 8 and live up to 60 years.   Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.   Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. Common, Goblin

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 260

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. I you create a sound, it's 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 that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 237

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 1*D10 force damage.
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

PHB: P. 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: Artificer, Bard, Sorcerer, Wizard

PHB: P. 236

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

PHB pg. 266

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this creature affect. Creatures within 20ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses and a action to shake or slap the sleeper awake. Subtract each creature's hit points from lowest hit points. A creature's hit points must be equal or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

PHB: P. 251

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, Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1*D6 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.
Available for: Warlock

Level 2 Spells

PHB: P. 264

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
  The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
  The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
  While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
  An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Bard, Sorcerer, Wizard

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB, Page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

Gaseous Form

3-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials A bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.   While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Class(es): Sorcerer, Warlock, Wizard

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


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Fred The Fencer.

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Character Sheet (Legacy)

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