Level 1 Tiefling Warlock, The Great Old One 0
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Thal'yah
Charlatan Neutral Good Nathalia
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet
STRENGTH Leather 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Awakend Mind. You can communicate
N
CIE C
telepathically with any creature you can see within
-1 Strength 30 feet of you. You don’t need to share a language
Y
PROFI
-1 with the creature for it to understand your
+1 Dexterity
telepathic utterances, but the creature must be able
+2 Constitution ARMOR CLASS to understand at least one language.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY
13 ✘
✘
+2 Wisdom
+5 Charisma
10 1d8
CONDITIONAL
+1
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +1 Arcana (Int) Darkvision
-1 Athletics (Str) Resistances. Fire
INTELLIGENCE ✘ +5 Deception (Cha)
13 +1 History (Int)
+0 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+0 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+1 Nature (Int)
10 +0 Perception (Wis) Infernal Legacy. You know the thaumaturgy
cantrip. (Charisma)
+3 Performance (Cha)
+3 Persuasion (Cha)
+0 +1 Religion (Int)
✘ +3 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)
17 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Crossbow, Light 80/320 +3 vs AC 1d8+1 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. Disguise kit, Forgery kit
Languages. Common, Infernal
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Thal'yah
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Crystal 1 1
Dagger 2 2
Handaxe 1 2
[Leather] 1 10
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Rations (1 day) 10 20
Rope, Hempen (50 feet) 1 10
Torch 1 1
Waterskin 1 5
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
67.5 lb / 120 lb 240 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Warlock, The Great Old One
1ST LEVEL 1 SPELL SLOTS
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells
CANTRIPS Thaumaturgy (Tiefling)
Thaumaturgy Crossbow, Light
Transmutation Cantrip Simple Ranged Weapon
CASTING TIME 1 action RANGE 80/320
RANGE 30 feet ATTACK +3 vs AC
DURATION Up to 1 minute DAMAGE 1d8+1 piercing
COMPONENTS V Ammunition, Loading, Two-Handed
You manifest a minor wonder, a sign of supernatural power, within
range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1
minute.
• You cause flames to flicker, brighten, dim, or change color for 1
minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Infernal Legacy (Tiefling) Player’s Handbook
Darkvision Hellish Resistance Infernal Legacy
Vision Racial Trait Racial Trait
Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the thaumaturgy cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the hellish rebuke spell as a 2nd-level
range, a creature with darkvision can see in darkness as if spell once with this trait and regain the ability to do so
the darkness were dim light, so areas of darkness are only when you finish a long rest. When you reach 5th level, you
lightly obscured as far as that creature is concerned. can cast the darkness spell once with this trait and regain
However, the creature can’t discern color in darkness, only the ability to do so when you finish a long rest. Charisma is
shades of gray. your spellcasting ability for these spells.
Tiefling Player’s Handbook Tiefling Player’s Handbook Tiefling Player’s Handbook
Awakend Mind
Archetype Feature
Starting at 1st level, your alien knowledge gives you the
ability to touch the minds of other creatures. You can
communicate telepathically with any creature you can see
within 30 feet of you. You don’t need to share a language
with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at
least one language.
The Great Old One Player’s Handbook