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Burrow Archfey Warlock 6

Annie is a level 6 Archfey Warlock with the Outlander background, characterized by a strong Charisma score of 15 and a variety of spells including Eldritch Blast and Invisibility. She possesses unique abilities such as Fey Presence and Misty Escape, enhancing her combat and utility options. Her character sheet includes detailed stats, skills, and features that define her gameplay and role in the adventure.

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Jeff Slick
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0% found this document useful (0 votes)
23 views3 pages

Burrow Archfey Warlock 6

Annie is a level 6 Archfey Warlock with the Outlander background, characterized by a strong Charisma score of 15 and a variety of spells including Eldritch Blast and Invisibility. She possesses unique abilities such as Fey Presence and Misty Escape, enhancing her combat and utility options. Her character sheet includes detailed stats, skills, and features that define her gameplay and role in the adventure.

Uploaded by

Jeff Slick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Archfey Warlock 6 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Annie
Stoat
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +6 30
1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 51


1 Strength
DEXTERITY 3 Dexterity

3 3

0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

16 ● 5 Wisdom
● 7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

3 Total 6
Acrobatics (Dex) SUCCESSES
16
● 3
Animal Handling (Wis)
Arcana (Int)
d8+3 FAILURES

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● 4 Athletics (Str)

0 ● 7 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Lucky Footwork (When you fail a
11 Insight (Wis) Dexterity saving throw, you can use
Intimidation (Cha)
your reaction to roll a d4 and add it to
the save, potentially turning the failure
WISDOM Investigation (Int)
into a success. You can’t use this
Medicine (Wis) reaction if you’re prone or your speed
2 ● 3 Nature (Int) is 0.)
● 5 Perception (Wis)
15 Stoat Hop (As a bonus action, you can
Performance (Cha) jump a number of feet equal to five
● 7 Persuasion (Cha) times your proficiency bonus, without
CHARISMA
provoking opportunity attacks. You
Religion (Int)
can use this trait only if your speed is
4 Sleight of Hand (Dex) greater than 0. You can use it a
Stealth (Dex) number of times equal to your
19 ● 5 Survival (Wis)
proficiency bonus, and you regain all
expended uses when you finish a long
SKILLS ATTACKS & SPELLCASTING rest.)

War Caster
15 PASSIVE WISDOM (PERCEPTION)
CP Studded Leather * You have advantage on Constitution
saving throws that you make to
maintain your concentration on a spell
SP when you take damage.
Light Armor
* You can perform the somatic
Simple Weapons components of spells even when you
EP
have weapons or a shield in one or
Drum both hands.
GP * When a hostile creature's movement
provokes an opportunity attack from
Stoat, Sylvan PP
you, you can use your reaction lo cast
a spell at the creature, rather than
making an opportunity attack. The spell
must have a casting time of 1 action
and must target only that creature.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Pact of the Talisman (Your patron


NAME
gives you an amulet, a talisman that
can aid the wearer when the need is
great. When the wearer fails an ability
check, they can add a d4 to the roll,
potentially turning the roll into a
success. This benefit can be used a
number of times equal to your
proficiency bonus, and all expended
uses are restored when you finish a
long rest. If you lose the talisman, 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, SYMBOL
and it destroys the previous amulet.
The talisman turns to ash when you
die.)

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Fey Presence (As an action, you can cause each creature in a 10-
Invocations: foot cube originating from you to make a Wisdom saving throw
* Agonizing Blast (When you against your warlock spell save DC. The creatures that fail their
cast eldritch blast, add your saving throws are all charmed or frightened by you (your choice)
Charisma modifier to the until the end of your next turn. Once you use this feature, you can't
damage it deals on a hit.) use it again until you finish a short or long rest.)
* Beguiling Influence (You
gain proficiency in the Misty Escape (When you take damage, you can use your reaction
Deception and Persuasion to turn invisible and teleport up to 60 feet to an unoccupied space
skills.) you can see. You remain invisible until the start of your next turn or
* Repelling Blast (When you until you attack or cast a spell. Once you use this feature, you can't
hit a creature with eldritch use it again until you finish a short or long rest.)
blast, you can push the
creature up to 10 feet away
from you in a straight line.)
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Eldritch Blast ● Hypnotic Pattern
Minor Image ● Counterspell
Mage Hand ● Thunderstep

● Plant Growth

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

● Hex

4
SPELLS KNOWN

2
● Calm Emotions

● Invisibility

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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