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Xai-Fengs Real-Weirdz

8 Level (0/48000 XP for level-up) Badlands Background Goblin Race / Species / Heritage Void Alignment
Warlock (Pact of the Nulling)
Level 8
Hit Dice: 8/8
1d8+4 Class 1

STR
10
+0
DEX
12
+1
CON
18
+4
INT
10
+0
WIS
13
+1
CHA
20
+5
19
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+6 Wisdom
+10 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
+3 Martial STR
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch blast
Lightning Lure

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Hellish Rebuke
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Pact of the Chain
PHB p107
[–]
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Familiar Rage

Your familiar can take the attack action.

Scorpars Rider
You cannot roll under a 10 when making an animal handling check to tame an animal, you also gain the mounted combatant feat (This doesn't stack).

Any familiar or animal that you own, gains temp hp equal to your level on a long rest

Mounted Combatant
PHB
p168
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

1st Level Features
Eyes of The Void Queen
You gain 10ft of Truesight as your eyes are no longer your own, anything that is perceived with this sight cannot gain any hit points from spells or spell-like abilities except for you and from you.

Army of Roses
You can magically summon a purple rose. As a bonus action, you create a 5ft tall rose at a point you can see within 60 feet of you. The rose lasts for 1 minute and you can creature multiple equal to your CHA mod. The rose has 1hp, and AC equal to 10+proficiency+CHA, once a rose has been destroyed it will magically disappear.

When you create the rose, you can make a range spell attack against one creature within 30 feet of it. On a hit, the target takes 1d4 void damage, and it cannot heal until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

You can summon the roses a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Harming Thorns - When a creature makes an attack against your rose, or they make an attack against a creature within 10ft of your rose, you can use your reaction to make that rose attack (If multiple roses are in range, you can pick one to attack).

Agonizing Blast
PHB
p110
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Pact of the Talisman
TCE p71
[–]
Your patron 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, and it destroys the previous amulet. The talisman turns to ash when you die.

Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. (Silvery Barbs)

6th Level Feature
Recall to Nothing
When a rose from your Army of Roses Feature is reduced to 0 hit points, the rose will explode in a 10ft square. All creatures within the area have to make a DEX save or take 2d4 Void damage or half on a success.

As a bonus action, you can reduce one of your roses to 0 hit points instead of waiting the full minute.

Mantle of Courage
Avatar Discipline
You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
Aura of Victory (1-7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
Pillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.

Anger of The Void - Once per turn, your rose can attack twice instead of once. When a rose is reduced to 0 hit points, you gain temp hp equal to the damage the rose took.

Guard 5 card: whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.

Cardomancer


Features & Traits
Quarter staff, light crossbow, arcane focus, dungeoneers pack, studded leather armor, Opal and Gold short swords

Blade of the Eternal Frost

This magical longsword has a blade made of translucent ice that never melts. When wielded, it grants the following abilities to the attuned user:
Frostbite: On a hit, the target takes an additional 1d6 cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its speed reduced by 10 feet until the start of its next turn.

Frozen Resilience: The wielder gains resistance to cold damage and has advantage on saving throws against being paralyzed or restrained.

Winter's Embrace: Once per day, the wielder can command the blade to release an intense wave of cold energy. Creatures within a 15-foot cone in front of the wielder must make a DC 15 Constitution saving throw, taking 6d8 cold damage on a failed save, or half as much on a successful one. The wielder is immune to this cold damage.

-----------------------------------------------------------------------------------------------------------------------------

Crown of Life - Wondrous Item, rare
This resplendent crown, adorned with symbols of growth and vitality, radiates a gentle, warm aura. The Crown of Life is a beacon of hope and restoration, blessed by forces that weave the very essence of life.

Revitalizing Aura: While wearing the Crown of Life, the attuned individual becomes a conduit for the energies of life. The crown emits a subtle aura in a 10-foot radius, granting benefits to all creatures within its influence:

Natural Healing: At the start of each creature's turn within the aura, they regain hit points equal to their level or Hit Dice (whichever is higher). This effect does not work on undead or constructs.

Resilience: Creatures within the aura have advantage on saving throws against diseases and poisons.

Fertility: Plants within the aura grow and flourish, and small, mundane plants may even bloom out of season.

Restoration of Life: Once per day, the wearer can use the Crown of Life to cast the True Resurrection spell without expending a spell slot.

Crown's Blessing: The wearer of the Crown of Life gains advantage on Wisdom (Medicine) checks and can sense the presence of undead or unnatural forces within 60 feet.

Curse of The Healer: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. Any damage you deal, is instead converted to healing instead, this effect is ANYTHING related to you.

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Crown of The Traitor - Wondrous Item (cursed), artifact
This sinister crown, forged in the dark maddening arts, possesses a malevolent aura that hints at the betrayal it harbours. Once placed onto a creatures head, it adheres itself magically, rendering removal impossible unless a specific ritual is performed. This ritual requires either the destruction of the crown or a banishment spell cast upon it.

Awakening: While wearing the Crown of The Traitor, the attuned user gains access to a dark power known as "The Awakening." This ability can be activated as a free action. When activated, for the duration of that turn, all attacks made by the user are made at advantage.

Sealing: The malevolence of The Crown does not come without a price. Upon activating "The Awakening," another ability, known as "The Sealing," is automatically triggered. The user must make a DC Constitution saving throw which is 10 plus the amount of times this crown has been used.

Should the user fail the saving throw, the Crown of The Traitor embeds itself deeper into the user's psyche, amplifying its grip on their soul. The wearer starts to feel an ominous weight, both mental and physical, as the crown extends its dominion. This growth process is gradual but irreversible, as the crown consumes the user's essence.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10890, Platinum: 0 Money
Eldritch blast
Lightning Lure
Hellish Rebuke
Comprehend Languages
Hold Person
Hypnotic Pattern
Dimension Door
Raulothim's Psychic Lance
Spellcasting
Common, Goblin, Orc

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 1 Spells

Level 2 Spells

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