Theren Siannodel | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Theren Siannodel

Warlock 1 Class & Level
Acolyte Background
Elf (high elf) Race
C/N Alignment

Strength 8
-1
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 8
-1
charisma 15
+2
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
-1 Animal Handling
+0 Arcana
-1 Athletics
+2 Deception
+2 History
+1 Insight
+2 Intimidation
+0 Investigation
-1 Medicine
+2 Nature
+1 Perception
+2 Performance
+2 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills Saving throws - Wisdom, Charisma perception, nature, history, insight, religion, proficiencies

 
14
Armor Class
10
Hit Points
+3
Initiative
30'
Speed
WeaponAttackDamageTypeRange
Dagger 1d20+5 1d4+3 PierceMelee
Dagger 1d20+5 1d4+3 Pierce20/60
Light Crossbow 1d20+5 1d8+3 Pierce80/320
Mace 1d20-1 1d6-1 BludgeoningMelee
*Eldritch Blast 1d20+4 1d10 Force120'
*Chill Touch 1d20+4 1d8 Necrotic120'
*Hellish RebukeN/A 2d10 Fire60'
Attacks
Light armor, simple weapons,
Proficiences
Spellcasting Ability - Charisma

Spell slots - 1
Slot level - 1st

Spell Save DC 14
Spell Attack 1d20+4 (charisma)
Spellcasting
leather armor (AC 11), mace, 2 daggers, light crossbow, 20 bolts, arcane focus (wand), holy symbol (xxxxx), a prayer book, 5 sticks incense, vestments, common clothes, scholar's pack,
Equipment
Languages - Common, Elvish, Gnomish, Dwarvish, Draconic
Cantrip - You know one cantrip from the wizard list. Intelligence is your spellcasting ability for it. (Light)
Pact Magic - your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Fey ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting this way, you gain the same benefit that a human does from 8 hours of sleep.
Otherworldly patron - The Fiend - You have made a pact with a fiend from the lower planes of existence, such as Demogorgon, Baphomet, or Belial.
Dark One's Blessing - When you reduce a hostile creatures' hitpoints to 0, you gain temporary hitpoints equal to your charisma modifier + your warlock level (minimum of 1).
Shelter of the Faithful - As a devoted acolyte you have gained favor and support from your temple. You and your companions shall expect to receive free healing at a temple dedicated to your faith. Those who share your religion with you will support you at a modest life.


Features & Traits

Heroes Enabled

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

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Level 0 Spells

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

PHB pg. 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 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

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 250

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/Area: 60 feet
Components: V, S
Duration: Instantaneous

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 2*D10 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 1*D10 for each slot level above 1st.
Available for: Warlock

PHB: P. 221

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

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