Yuan-Ti Warlock Character Sheet
Yuan-Ti Warlock Character Sheet
STEALTH DISADVANTAGE
14 ✘
✘
+2 Wisdom
+7 Charisma
49 6d8 Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
CONDITIONAL
it were dim light.
+2 Eldritch Invocations.
Agonizing Blast. When you cast eldritch blast, add
CURRENT HIT POINTS 4 to the damage it deals on a hit.
CONSTITUTION DEATH SAVING THROWS
Misty Visions. You can cast silent image at will,
SAVING THROWS
without expending a spell slot or material
16 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
components.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Pact of the Tome. Your patron gives you a grimoire
-1 Animal Handling (Wis)
called a Book of Shadows. If you lose it, you can
+3 -1 Arcana (Int) Darkvision perform a 1-hour ceremony to receive a
Immunities. Poison replacement from your patron. This ceremony can
-1 Athletics (Str)
be performed during a short or long rest, and it
INTELLIGENCE ✘✘ +10 Deception (Cha) destroys the previous book. The book turns to ash
when you die.
8 -1 History (Int)
-1 Insight (Wis) Awakend Mind. You can communicate
telepathically with any creature you can see within
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS 30 feet of you. You don’t need to share a language
-1 ✘ +2 Investigation (Int) with the creature for it to understand your
Innate Spellcasting. You know the poison spray telepathic utterances, but the creature must be able
-1 Medicine (Wis)
cantrip. You can cast animal friendship an to understand at least one language.
WISDOM -1 Nature (Int) unlimited number of times with this trait, but you
Entropic Ward (Reaction—1/Short Rest). When a
8 ✘ +2 Perception (Wis) can target only snakes with it. You can also cast
suggestion with this trait. Once you cast it, you creature makes an attack roll against you, you can
✘ +7 Performance (Cha) can't do so again until you finish a long rest. impose disadvantage on that roll. If the attack
(Charisma) misses you, your next attack roll against the
✘ +7 Persuasion (Cha)
-1 creature has advantage if you make it before the
-1 Religion (Int) Magic Resistance. You have advantage on saving end of your next turn.
+2 Sleight of Hand (Dex) throws against spells and other magical effects.
CHARISMA +2 Stealth (Dex) Poison Immunity. You are immune to poison
+4 12 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Your family name strikes fear and admiration in the hearts of the common folk—but that’s got nothing to do with you.
Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land
grew up wishing they were you. But being the child of a famous adventurer wasn’t all hugs and kisses.
You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of
slaying this demon or vanquishing that dragon. All too often, you’d be woken out of a sound sleep by someone
standing outside your home screaming about the latest threat to the town, the region, or the world.
In the end, all you have to show for your lineage is your name. Most of the family’s money went for consumables, from
PERSONALITY TRAITS
potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or
sling spells like your famous forebear, making it doubly hard for you to prove yourself.
IDEAL
BOND
Name Dropping
You know and have met any number of powerful
people across the land—and some of them might
even remember you. You might be able to wrangle
minor assistance from a major figure in the
campaign, at the DM’s discretion. Additionally, the
common folk treat you with deference, and your
heritage and the stories you tell might be good for a
free meal or a place to sleep.
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
[Quarterstaff] 1 4
[Studded Leather] 1 13
0 0 0 0 0
17 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +8 16 N/A
1ST LEVEL Animal Friendship (Yuan-Ti Pureblood) Silent Image (Misty Visions)
Eldritch Blast Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip
A beam of crackling energy streaks toward a creature within range. A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
Make a ranged spell attack against the target. On a hit, the target The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
takes 1d10 force damage. The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
The spell creates more than one beam when you reach higher you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
levels: two beams at 5th level, three beams at 11th level, and four You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
beams at 17th level. you can direct the beams at the same target or to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. 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.
Pact Magic (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
You extend your hand toward a creature you can see within range This spell is a minor magical trick that novice spellcasters use for You manifest a minor wonder, a sign of supernatural power, within
and project a puff of noxious gas from your palm. The creature must practice. You create one of the following magical effects within range. You create one of the following magical effects within range:
succeed on a Constitution saving throw or take 1d12 poison damage. range: • Your voice booms up to three times as loud as normal for 1
This spell’s damage increases by 1d12 when you reach 5th level • You create an instantaneous, harmless sensory effect, such as a minute.
(2d12), 11th level (3d12), and 17th level (4d12). shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You cause flames to flicker, brighten, dim, or change color for 1
• You instantaneously light or snuff out a candle, a torch, or a minute.
small campfire. • You cause harmless tremors in the ground for 1 minute.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point
foot. of your choice within range, such as a rumble of thunder, the cry of a
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers.
for 1 hour. • You instantaneously cause an unlocked door or window to fly
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
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.
Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook
You point at one creature you can see within range, and the sound of This spell lets you convince a beast that you mean it no harm. Choose You awaken the sense of mortality in one creature you can see within
a dolorous bell fills the air around it for a moment. The target must a beast that you can see within range. It must see and hear you. If the range. A construct or an undead is immune to this effect. The target
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or become frightened of
the target is missing any of its hit points, it instead takes 1d12 must succeed on a Wisdom saving throw or be charmed by you for you until the spell ends. The frightened target can repeat the saving
necrotic damage. the spell’s duration. If you or one of your companions harms the throw at the end of each of its turns, ending the effect on itself on a
The spell’s damage increases by one die when you reach 5th level target, the spell ends. success.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional beast for each slot level level or higher, you can target one additional creature for each slot
above 1st. level above 1st. The creatures must be within 30 feet of each other
when you target them.
Pact Magic (Warlock) Xanathar’s Guide to Everything Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
Charm Person Dissonant Whispers Silent Image
1st-level enchantment 1st-level enchantment 1st-level illusion
You attempt to charm a humanoid you can see within range. It must You whisper a discordant melody that only one creature of your You create the image of an object, a creature, or some other visible
make a Wisdom saving throw, and does so with advantage if you or choice within range can hear, wracking it with terrible pain. The phenomenon that is no larger than a 15-foot cube. The image
your companions are fighting it. If it fails the saving throw, it is target must make a Wisdom saving throw. On a failed save, it takes appears at a spot within range and lasts for the duration. The image
charmed by you until the spell ends or until you or your companions 3d6 psychic damage and must immediately use its reaction , if is purely visual; it isn’t accompanied by sound, smell, or other sensory
do anything harmful to it. The charmed creature regards you as a available, to move as far as its speed allows away from you. The effects.
friendly acquaintance. When the spell ends, the creature knows it creature doesn’t move into obviously dangerous ground, such as a You can use your action to cause the image to move to any spot
was charmed by you. fire or a pit. On a successful save, the target takes half as much within range. As the image changes location, you can alter its
At Higher Levels. When you cast this spell using a spell slot of 2nd damage and doesn’t have to move away. A deafened creature appearance so that its movements appear natural for the image. For
level or higher, you can target one additional creature for each slot automatically succeeds on the save. example, if you create an image of a creature and move it, you can
level above 1st. The creatures must be within 30 feet of each other At Higher Levels. When you cast this spell using a spell slot of 2nd alter the image so that it appears to be walking.
when you target them. level or higher, the damage increases by 1d6 for each slot level above Physical interaction with the image reveals it to be an illusion,
1st. because things can pass through it. A creature that uses its action to
examine the image 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 creature can
see through the image.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Misty Visions (Warlock) Player’s Handbook
For the duration, you can read the thoughts of certain creatures. When you You suggest a course of activity (limited to a sentence or two) and Reaction: When you see a creature within 60 feet of you casting a
cast the spell and as your action on each turn until the spell ends, you can magically influence a creature you can see within range that can hear spell You attempt to interrupt a creature in the process of casting a
focus your mind on any one creature that you can see within 30 feet of you. If and understand you. Creatures that can’t be charmed are immune to spell. If the creature is casting a spell of 3rd level or lower, its spell
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
language, the creature is unaffected. this effect. The suggestion must be worded in such a manner as to fails and has no effect. If it is casting a spell of 4th level or higher,
You initially learn the surface thoughts of the creature—what is most on its make the course of action sound reasonable. Asking the creature to make an ability check using your spellcasting ability. The DC equals
mind in that moment. As an action, you can either shift your attention to stab itself, throw itself onto a spear, immolate itself, or do some 10+ the spell’s level. On a success, the creature’s spell fails and has
another creature’s thoughts or attempt to probe deeper into the same other obviously harmful act ends the spell. no effect.
creature’s mind. If you probe deeper, the target must make a Wisdom saving The target must make a Wisdom saving throw. On a failed save, it At Higher Levels. When you cast this spell using a spell slot of 4th
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, purses the course of action you described to the best of its ability. level or higher, the interrupted spell has no effect if its level is less
and something that looms large in its mind (such as something it worries over, The suggested course of action can continue for the entire duration. than or equal to the level of the spell slot you used.
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that If the suggested activity can be completed in a shorter time, the spell
you are probing into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn to make an ends when the subject finishes what it was asked to do.
Intelligence check contested by your Intelligence check; if it succeeds, the spell You can also specify conditions that will trigger a special activity
ends. during the duration. For example, you might suggest that a knight
Questions verbally directed at the target creature naturally shape the course five her warhorse to the first beggar she meets.
of its thoughts, so this spell is particularly effective as part of an interrogation. If the condition isn’t met before the spell expires, the activity isn’t
You can also use this spell to detect the presence of thinking creatures you preformed. If you or any of your companions damage the target, the
can’t see. When you cast the spell or as your action during the duration, you spell ends.
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.
Pact Magic (Warlock) Player’s Handbook Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Hunger of Hadar
3rd-level conjuration
You open a gateway to the dark between the stars, a region infested
with unknown horrors. A 20-foot-radius sphere of blackness and
bitter cold appears, centered on a point with range and lasting for
the duration. This void is filled with a cacophony of soft whispers and
slurping noises that can be heard up to 30 feet away. No light,
magical or otherwise, can illuminate the area, and creatures fully
within the area are blinded.
The void creates a warp in the fabric of space, and the area is
difficult terrain. Any creature that starts its turn in the area takes 2d6
cold damage. Any creature that ends its turn in the area must
succeed on a Dexterity saving throw or take 2d6 acid damage as
milky, otherworldly tentacles rub against it.