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Beš

10 Level (0/85000 XP for level-up) Charlatan Background Changeling Race / Species / Heritage Chaotic (Lawful) Neutral Alignment
Warlock
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
8
-1
DEX
13
+1
CON
14
+2
INT
13
+1
WIS
12
+1
CHA
19
+4
73
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+8 Dexterity
+10 Constitution
+8 Intelligence
+8 Wisdom
+18 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+12 Arcana INT
-2 Athletics STR
+18 Deception CHA
+2 History INT
+2 Insight WIS
+18 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+12 Perception WIS
+8 Performance CHA
+18 Persuasion CHA
+2 Religion INT
+13 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sycle slice +8 CHA 1d4 Slashing
 light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +8
 Notes:Smells of lemons
Faerie Fire +8
Guidance +8

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +8
Speak with Animals +8
+8
Arms of Hadar +8

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Lesser Restoration +8
Invisibility +8

Level 3 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Hunger of Hadar +8
Fireball +8
Vampiric Touch +8
Call Lightning +8
Lightning Bolt +8

Level 4 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Blight +8

Level 5 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cone of Cold +8
Contagion +8

Level 6 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Eyebite +8
Sunbeam +8
He bears an eye of seeing and the patron's sickle

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
He knows a few words from here and there, but he didn't bother to learn any languages besides those his parents taught him: Infernal and Common.

He is a great deceiver and depending on the mask he might be more likely to convince people: a stunning human girl or charismatic young elf might be better at persuading people; a ruthless drow mercenary of a menacing ork warrior might fare better at intimidation.
Counterexample: a gnome farmer would be rather bad at scaring people and a swamp hag would not be able to charm anyone with her looks.

Languages & Proficiencies
He wants to be liked, acts quite eccentric in his favourable disguises, but is self-conscious of people knowing him to be a changeling, fearing being ostracised for being himself.

Depending on the persona he is wearing at the time his outward personality changes: he likes to act out easy-going and out-going characters, but he is not against playing the role of a fragile, innocent little thing.

Personality Traits
He plays his parts well, saying what people want to hear, then doing whatever he wants and thinks is right. (therefore chaotic lawful)

Stealing is fair as long as you don't target folk, who can't afford to lose a few coins. Killing is rather useful for honing his skills, and violence is fun as long as it doesn't cross into outright villany.

Ideals
He treasures a scythe that his patron gifted him as a sign of his favour.

He loves his parents, who, in fact, were the ones to introduce him to his patron. They were not this patron's warlocks, rather just worked for him, but were happy to hear of their son's pact. Family business you might call it. (work-life balance and insurance are great)

Bonds
As it's often said: curiosity killed the cat, and it, along with self-consciousness are his greatest flaws.

The need to know will claw at his mind until he is dead. The knowledge may not be desired to be known, but to possess it is luring him in just like a moth to a flame.

Flaws


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 lb


 

Seeing eye

Tool

Legendary

Aids in perception, insight and seeing the hidden, invisible or magical... All with varied quality.

A fake eye to insert into your skull, teal in hue. Impossible to extract.


The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

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Statblocks for race/species of the character.

Changeling

Ability Score Increase +2 CHA, +1 to another ability score of your choice
Size Medium
Speed

SHAPECHANGER:  As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in this new form until you use an action to revert to your true form or you die.   CHANGELING INSTINCTS:  You gain proficiency in two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Languages. You can speak, read, and write Common and two other languages of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Player's Handbook

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Class(es): Bard, Druid

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

PHB

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

Players Handbook Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

PHB

Arms of Hadar

1-level Conjuration

Casting Time 1 Action
Range Self (10ft radius)
Duration Instantaneous
Components V, S

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Warlock

Level 2 Spells

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 3 Spells

Player's Handbook

Hunger of Hadar

3-level Conjuration

Casting Time 1 action
Range 150 feet
Duration Concentration, 1 minute
Components V,S,M (a pickled octopus tentacle)

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, otherwordly tentacles rub against it.

Class(es): Warlock

Player's Handbook

Fireball

3-level Evocation

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components V,S,M (ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Level 4 Spells

Player's Handbook

Blight

4-level Necromancy

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, sorcerer, warlock, wizard

Level 5 Spells

Player's Handbook

Contagion

5-level Necromancy

Casting Time 1 action
Range Touch
Duration 7 days
Components V, S

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.   At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.   Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

  • Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
  • Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
  • Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
  • Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

    Class(es): Cleric, Druid, Paladin (Oathbreaker), Sorcerer (Divine Soul), Warlock (Undying)
  • Level 6 Spells

    Player's Handbook

    Eyebite

    6-level Enchantment

    Casting Time 1 action
    Range Self
    Duration Concentration, 1 minute
    Components V,S

    For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.   Asleep The target galls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.   Panicked The target is Panicked by you. If the target is 60 feet away from you and can not see you, it is no longer panicked.   Sickened The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
     

    Class(es): Bard, Sorcerer, Warlock, Wizard

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