Hexblood Warlock Character Sheet
Hexblood Warlock Character Sheet
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Studded Leather 14 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3 Telekinetic. You learn the mage hand cantrip, can cast it
8
SHIELD
AC without verbal or somatic components, and you can make the
spectral hand invisible. If you already know this spell, its range
N
increases by 30 feet when you cast it. Your spellcasting ability
CIE C
14
Fey Touched. You can cast this feat’s spells without a spell slot
✘ +2 Wisdom
61 8d8 once per long rest. You can also cast these spells using spell
✘ +8 Charisma slots you have of the appropriate level. Your spellcasting ability
for these spells is Charisma.
CONDITIONAL
+2 Eldritch Invocations.
Devil’s Sight. You can see normally in darkness, both magical
CURRENT HIT POINTS and nonmagical, to a distance of 120 feet.
Undying Servitude (1/Long Rest). You can cast animate dead
CONSTITUTION DEATH SAVING THROWS
without using a spell slot.
SAVING THROWS Investment of the Chain Master. When you cast find familiar,
16 SPEED FLY CLIMB SWIM you grant the creature the following benefits:
N
CIE C The familiar gains either a flying speed or a swimming speed
+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
of 40 feet.
RT
EXPE
VISION INSPIRATION EXHAUSTION As a bonus action, you can command the familiar to take the
-1 Animal Handling (Wis) Attack action.
+3 -1 Arcana (Int) Darkvision The familiar’s weapon attacks are considered magical for the
purpose of overcoming immunity and resistance to nonmagical
-1 Athletics (Str) attacks.
If the familiar forces a creature to make a saving throw, it
INTELLIGENCE ✘ +8 Deception (Cha) uses your spell save DC.
When the familiar takes damage, you can use your reaction
8 ✘
-1 History (Int)
+2 Insight (Wis)
to grant it resistance against that damage.
Gift of the Ever-Living Ones. Whenever you regain hit points
while your familiar is within 100 feet of you, treat any dice
rolled to determine the hit points you regain as having rolled
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS their maximum value for you.
-1 -1 Investigation (Int)
Pact of the Chain. You learn the find familiar spell and can cast
Creature Type. Fey.
-1 Medicine (Wis) it as a [Link], when you take the Attack action, you
Eerie Token. As a bonus action, you can harmlessly remove a lock
can forgo one of your own attacks to allow your familiar to
WISDOM ✘ +2 Nature (Int) make one attack with its reaction.
of your hair, one of your nails, or one of your teeth. This token is
8 ✘ +2 Perception (Wis)
imbued with magic until you finish a long rest. While the token is
imbued in this way, you can take these actions: Form of Dread (Bonus Action—3/Long Rest). You transform
• Telepathic Message. As an action, you can send a telepathic for 1 minute. You gain the following benefits while
+5 Performance (Cha) transformed:
message to the creature holding or carrying the token, as long as
✘ +8 Persuasion (Cha) you are within 10 miles of it. The message can contain up to • You gain 1d10 + 8 temporary hit points.
-1 -1 Religion (Int)
twenty-five words.
• Remote Viewing. If you are within 10 miles of the token, you
• Once during each of your turns, when you hit a creature
with an attack roll, you can force it to make a Wisdom saving
can enter a trance as an action. The trance lasts for 1 minute, but throw, and if the saving throw fails, the target is frightened of
+2 Sleight of Hand (Dex) it ends early if you dismiss it (no action required) or are you until the end of your next turn.
incapacitated. During this trance, you can see and hear from the • You are immune to the frightened condition.
CHARISMA +2 Stealth (Dex) token as if you were located where it is. While you are using your
senses at the token’s location, you are blinded and deafened in
Grave Touched. Your patron’s powers have a profound effect
20 -1 Survival (Wis) regard to your own surroundings. When the trance ends, the
token is harmlessly destroyed. on your body and magic. You don’t need to eat, drink, or
SKILLS Once you create a token using this feature, you can’t do so again breathe.
until you finish a long rest, at which point your missing part In addition, once during each of your turns, when you hit a
regrows. creature with an attack roll and roll damage against the
+5 12 PASSIVE PERCEPTION
Hex Magic. You can cast the disguise self and hex spells with this
creature, you can replace the damage type with necrotic
damage. While you are using your Form of Dread, you can roll
trait. Once you cast either of these spells with this trait, you can’t one additional damage die when determining the necrotic
cast that spell with it again until you finish a long rest. You can damage the target takes.
ADVANTAGE also cast these spells using any spell slots you have. Your
spellcasting ability for these spells is Charisma.
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.
PERSONALITY TRAITS
IDEAL
BOND
Tool Proficiency
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
[Studded Leather] 1 13
[Dagger] 1 1
0 0 0 0 0
14 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
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.
The spell creates more than one beam when you reach higher you cast this spell again. If you create a sound, its volume can range from a whisper to 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 scream. It can be your voice, someone else’s voice, a lion’s roar, a
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 beating of drums, or any other sound you choose. The sound
at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of continues unabated throughout the duration, or you can make
a vial. You can move the hand up to 30 feet each time you use it. discrete sounds at different times before the spell ends.
The hand can’t attack, activate magic items, or carry more than 10 If you create an image of an object—such as a chair, muddy
pounds. footprints, or a small chest—it must be no larger than 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.
Pact Magic (Warlock) Player’s Handbook Telekinetic Player’s Handbook Pact Magic (Warlock) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for Up to three creatures of your choice that you can see within range You make yourself—including your clothing, armor, weapons, and
practice. You create one of the following magical effects within must make Charisma saving throws. Whenever a target that fails this other belongings on your person—look different until the spell ends
range: saving throw makes an attack roll or a saving throw before the spell or until you use your action to dismiss it. You can seem 1 foot shorter
• You create an instantaneous, harmless sensory effect, such as a ends, the target must roll a d4 and subtract the number rolled from or taller and can appear thin, fat, or in between. You can’t change
shower of sparks, a puff of wind, faint musical notes, or an odd odor. the attack roll or saving throw. your body type, so you must adopt a form that has the same basic
• You instantaneously light or snuff out a candle, a torch, or a At Higher Levels. When you cast this spell using a spell slot of 2nd arrangement of limbs. Otherwise, the extent of the illusion is up to
small campfire. level or higher, you can target one additional creature for each slot you.
• You instantaneously clean or soil an object no larger than 1 cubic level above 1st. The changes wrought by this spell fail to hold up to physical
foot. inspection. For example, if you use this spell to add a hat to your
• You chill, warm, or flavor up to 1 cubic foot of nonliving material outfit, objects pass through the hat, and anyone who touches it
for 1 hour. would feel nothing or would feel your head and hair. If you use this
• You make a color, a small mark, or a symbol appear on an object spell to appear thinner than you are, the hand of someone who
or a surface for 1 hour. reaches out to touch you would bump into you while it was
• You create a nonmagical trinket or an illusory image that can fit seemingly still in midair.
in your hand and that lasts until the end of your next turn. To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
If you cast this spell multiple times, you can have up to three of its (Investigation) check against your spell save DC.
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Hex Magic (Hexblood) Player’s Handbook
CASTING TIME 1 hour CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 bonus action
creature within 60 feet of you that you can see
RANGE 10 feet RANGE 60 feet RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)
consumed by fire in a brass brazier)
You gain the service of a familiar, a spirit that takes an animal form you choose: You point your finger, and the creature that damaged you is You place a curse on a creature that you can see within range. Until
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish momentarily surrounded by hellish flames. The creature must make a the spell ends, you deal an extra 1d6 necrotic damage to the target
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or whenever you hit it with an attack. Also, choose one ability when you
celestial, fey or fiend (your choice) instead of a beast. half as much damage on a successful one. cast the spell. The target has disadvantage on ability checks made
Your familiar acts independently of you, but it always obeys your commands. In At Higher Levels. When you cast this spell using a spell slot of 2nd with the chosen ability.
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, level or higher, the damage increases by 1d10 for each slot level If the target drops to 0 hit points before this spell ends, you can use
but it can take other actions as normal. above 1st. a bonus action on a subsequent turn of yours to curse a new
When the familiar drops to 0 hit points, it disappears, leaving behind no physical creature. A remove curse cast on the target ends this spell early.
form. It reappears after you cast this spell again. As an action, you can temporarily
dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it At Higher Levels. When you cast this spell using a spell slot of 3rd
forever. As an action while it is temporarily dismissed, you can cause it to or 4th level, you can maintain your concentration on the spell for up
reappear in any unoccupied space within 30 feet of you. Whenever the familiar to 8 hours. When you use a spell slot of 5th level or higher, you can
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in maintain your concentration on the spell for up to 24 hours.
its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Pact of the Chain (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Hex Magic (Hexblood) Player’s Handbook
Protection from Evil and Good Silvery Barbs Invisibility
1st-level abjuration 1st-level enchantment 2nd-level illusion
CASTING TIME CASTING TIME 1 reaction, which you take when a creature you can see within 60 feet of CASTING TIME
1 action yourself succeeds on an attack roll, an ability check, or a saving throw 1 action
RANGE Touch RANGE 60 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V COMPONENTS V, S, M (an eyelash encased in gum arabic)
consumes)
Until the spell ends, one willing creature you touch is protected You magically distract the triggering creature and turn its momentary A creature you touch becomes invisible until the spell ends. Anything
against certain types of creatures: aberrations, celestials, elementals, uncertainty into encouragement for another creature. The triggering the target is wearing or carrying is invisible as long as it is on the
fey, fiends, and undead. creature must reroll the d20 and use the lower roll. target’s person. The spell ends for a target that attacks or casts a
The protection grants several benefits. Creatures of those types You can then choose a different creature you can see within range spell.
have disadvantage on attack rolls against the target. The target also (you can choose yourself). The chosen creature has advantage on the At Higher Levels. When you cast this spell using a spell slot of 3rd
can’t be charmed, frightened, or possessed by them. If the target is next attack roll, ability check, or saving throw it makes within 1 level or higher, you can target one additional creature for each slot
already charmed, frightened, or possessed by such a creature, the minute. A creature can be empowered by only one use of this spell at level above 2nd.
target has advantage on any new saving throw against the relevant a time.
effect.
Pact Magic (Warlock) Player’s Handbook Fey Touched Strixhaven: A Curriculum Of Chaos Pact Magic (Warlock) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 minute
RANGE Self RANGE 30 feet RANGE 10 feet
DURATION Instantaneous DURATION Concentration, up to 8 hours DURATION Instantaneous
COMPONENTS V COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
sweet oil)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an You suggest a course of activity (limited to a sentence or two) and This spell creates an undead servant. Choose a pile of bones or a corpse
unoccupied space that you can see. magically influence a creature you can see within range that can hear of a Medium or Small humanoid within range. Your spell imbues the
and understand you. Creatures that can’t be charmed are immune to target with a foul mimicry of life, raising it as an undead creature. The
this effect. The suggestion must be worded in such a manner as to target becomes a skeleton if you chose bones or a zombie if you chose a
make the course of action sound reasonable. Asking the creature to corpse (the DM has the creature’s game statistics).
stab itself, throw itself onto a spear, immolate itself, or do some On each of your turns, you can use a bonus action to mentally
other obviously harmful act ends the spell. command any creature you made with this spell if the creature is within
The target must make a Wisdom saving throw. On a failed save, it 60 feet of you (if you control multiple creatures, you can command any
purses the course of action you described to the best of its ability. or all of them at the same time, issuing the same command to each one).
The suggested course of action can continue for the entire duration. You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to
If the suggested activity can be completed in a shorter time, the spell guard a particular chamber or corridor. If you issue no commands, the
ends when the subject finishes what it was asked to do. creature only defends itself against hostile creatures. Once given an
You can also specify conditions that will trigger a special activity order, the creature continues to follow it until its task is complete.
during the duration. For example, you might suggest that a knight The creature is under your control for 24 hours, after which it stops
give her warhorse to the first beggar she meets. obeying any command you’ve given it. To maintain control of the
If the condition isn’t met before the spell expires, the activity isn’t creature for another 24 hours, you must cast this spell on the creature
preformed. If you or any of your companions damage the target, the again before the current 24-hour period ends. This use of the spell
spell ends. reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.
Fey Touched Player’s Handbook Pact Magic (Warlock) Player’s Handbook Undying Servitude (Warlock) Player’s Handbook
CASTING TIME 1 reaction, which you take when you see a creature within 60 feet of CASTING TIME 1 action CASTING TIME 1 action
you casting a spell
RANGE 60 feet RANGE 120 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 8 hours
COMPONENTS S COMPONENTS V, S COMPONENTS V, S
You attempt to interrupt a creature in the process of casting a spell. If Choose any creature, object, or magical effect within range. Any spell You touch a creature and grant it a measure of protection from
the creature is casting a spell of 3rd level or lower, its spell fails and of 3rd level or lower on the target ends. For each spell of 4th level or death.
has no effect. If it is casting a spell of 4th level or higher, make an higher on the target, make an ability check using your spellcasting The first time the target would drop to 0 hit points as a result of
ability check using your spellcasting ability. The DC equals 10 + the ability. The DC equals 10 + the spell’s level. On a successful check, the taking damage, the target instead drops to 1 hit point, and the spell
spell's level. On a success, the creature's spell fails and has no effect. spell ends. ends.
At Higher Levels. When you cast this spell using a spell slot of 4th At Higher Levels. When you cast this spell using a spell slot of 4th If the spell is still in effect when the target is subjected to an effect
level or higher, the interrupted spell has no effect if its level is less level or higher, you automatically end the effects of a spell on the that would kill it instantaneously without dealing damage, that effect
than or equal to the level of the spell slot you used. target if the spell’s level is equal to or less than the level of the spell is instead negated against the target, and the spells ends.
slot you used.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Sickening Radiance
4th-level evocation