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Shesha

4 Level (0/6500 XP for level-up) Acolyte Background Pureblood Yuan-Ti Race / Species / Heritage Chaotic Good Alignment
Warlock
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR
13
+1
DEX
14
+2
CON
16
+3
INT
15
+2
WIS
14
+2
CHA
18
+4
25
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+6 Deception CHA
+2 History INT
+4 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
light crossbow +1 STR 1d8+1 piercing
 range 80/320
Dagger (4) +1 STR 1d4+1 piercing
 range 20/60
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6
 Notes:Level 1
Poison Fang +6
 Notes:Level 1Yuan Ti
Lightning Lure +6
 Notes:Level 1
Mind Sliver +6
 Notes:Level 4
Mage Hand +6
 Notes:Telekinetic feat Level 1 You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Animal Friendship +6
 Notes:Level 1 Snakes Only! Yuan Ti
Hex +6
 Notes:Level 1
Armor of Agathys +6
 Notes:Level 1

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Suggestion +6
 Notes:Level 3 Yuan-Ti
Shatter +6
 Notes:Level 3 (2nd)
Misty Step +6
 Notes:Level 2 (2nd)
Shatter +6
 Notes:Level 4 (2nd)

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Unknown yet +6
 Notes:Level 5 (3rd) Likely Hunger of Hadar, Enemies Abound, Major Image, or Counterspell
Yuan-ti:
magic resistance
darkvision (60 ft)
poison immunity
innate spellcasting (poison spray, animal friendship (snake only), suggestion (level 3)
morph into a viper by force of will

magic spear thwoing

Features & Traits

  • light crossbow

  • 4 daggers

  • component pouch

  • scholars pack

  • Leather Armour

  • Holy Symbol (Cult's symbol)

  • Prayer Book




  • 32 eggs

  • book “an incomplete list of all minor and major gods”

  • fools gold

  • family portrait of the gregors

  • python staff



Equipment Copper: 10, Silver: 44, Electrum: 0, Gold: 24, Platinum: 0 Money
Common, Yuan-Ti language, Snakes(the animal), Abyssal (yuan ti traits or innate spells) and Sylvan and Elvish (Acolyte background)

Languages & Proficiencies
Feat if needed - Telekinetic from DM rules (charisma increase), then Cartomancer at Level 4
HANGOVER BEGONE cure known

Notes
Level 2 - (2) Agonizing Blast, Book of Ancient Secrets

Eldritch Invocations
Three Cantrips - Primal Savagery, Spare the Dying or Ray of Frost
Book of Ancient Secrets Rituals - Identify, or Ceremony or Detect Magic

Pact of the Tome/Pact of the Chain


™ & © 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

The statblocks of your class features

The Archfey


Hit Points

Hit Dice: d8 per The Archfey level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.  

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell LevelSpells
1stFaerie Fire, Sleep
2ndCalm Emotions, Phantasmal Force
3rdBlink, Plant Growth
4thDominate Beast, Greater Invisibility
5thDominate Person, Seeming
 

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.  

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.   Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.   You must finish a short or long rest before you can use this feature again.

Telekinetic

Intelligence, Wisdom, or Charisma 13 or higher

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

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Statblocks for race/species of the character.

Yuan-Ti Pureblood

Ability Score Increase
Size Medium
Speed

In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at those who wish to expand the race selections for their campaigns beyond the typical folk of D&D.

YUAN-TI PUREBLOOD TRAITS

Your yuan-ti pureblood character- called a pureblood for short-has the following racial traits.   Ability Score Increase.Your Charisma score increases by 2, and your Intelligence score increases by 1. Age.Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment.Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
Size.Purebloods match humans in average size and weight. Your size is Medium.
Speed.Your base walking speed is 30 feet.
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 dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcasting.You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance.You have advantage on saving throws against spells and other magical effects.
Poison Immunity.You are immune to poison damage and the poisoned condition.
Languages.You can speak, read, and write Common, Abyssal, and Draconic.

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Level 0 Spells

Player's Handbook 5E (WoC)

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
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: The 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.
Available for: Warlock

Replacement Series

Poison Fang

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Instantaneous
You conjure a spectral snake that bites down on one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d12 poison damage and be poisoned until the start of its next turn.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Vol. 1

Frostbite

5-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a strip of dried flesh that has been frozen at least once
Duration: Concentration, up to 1 minute
Attack/Save: Constitution save
Damage/Effect: cold
Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.
An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.
Creatures that are immune to cold damage are unaffected by frostbite.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
At higher levels: At 5th Level. You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
At 11th Level. The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
At 17th Level. The hand can carry up to 20 pounds and can be made to appear twice as large.
Available for: Bard, Sorcerer, Warlock, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a cup of water
Duration: 1 hour
Damage/Effect: Cold
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Warlock

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Damage/Effect: necrotic
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you cast it at 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90 ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
  Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell 2nd level or higher, roll an additional 2d8 for each level above 1st.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

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:

When you cast this spell 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

Player's Handbook

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

Level 3 Spells

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VM
Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
Duration: up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

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