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Lirael

7 Level (23000/34000 XP for level-up) Sage, Researcher Background Half-elf Race / Species / Heritage Chaotic neutral Alignment
Warlock
Level 7
Hit Dice: 5/7
1d8+1 Class 1

STR
8
-1
DEX
11
+0
CON
13
+1
INT
14
+2
WIS
15
+2
CHA
17
+3
43
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+0 Dexterity
+1 Constitution
+2 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+6 Deception CHA
+5 History INT
+2 Insight WIS
+3 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+5 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6 1 action 120 ft Instantaneous 1d10
 Notes: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.
Chill Touch +6 1 action 120 ft 1d8
 Notes:On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 1 1th level (3d8), and 17th level (4d8).
Guidance +6 1 action Touch Concentration, up to 1 minutte
 Notes: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.
Guidance +6 1 action 30 ft 1 minute
Guidance 1 action 60 ft 1 round
 Notes:Source: Tasha's Cauldron of Everything - 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.
Armor of Agathys +6 1 action Touch Until dispelled 5d
Eyes of the Rune Keeper

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Armor of Agathys +6 1 action Touch Until dispelled 5d +
Witch Bolt +6 1 action 30 ft Concentration, up to 1 minute 1d12 +
15 hluchavky
12 slepavky
4 nemavky

Features & Traits
Light crossbow + 20 bolts
Arcane focus
• a backpack
• a book of lore
• a bottle of ink
• an ink pen
• 10 sheets of parchment
• a little bag of sand
• a small knife

Leather armour (AC 11)
A bottle of black ink, a quill, a small knife,
a letter from a dead colleague posing a question you
have not yet been able to answer, a set of common
clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 920, Platinum: 0 Money
you use your
Charisma modifier when setting the saving throw DC
for a warlock spell you cast and when making an attack
roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Spellcasting
Proficiency:
  • Light armor

  • Simple weapons


Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.

Languages:
  • Common

  • Elvish

  • Gnomish

  • Draconic

  • Orc


Languages & Proficiencies
A little bit spoiled - comes from a richer family and was an only girl amongst boys, but hungry for knowledge. She's a bit chaotic though - what comes to her mind, that she does. That leads her to stealing and lying sometimes to get what she wants and considers important - usually it's her knowledge and magic. She's laser focus on getting more and more skills in the magical realm and usually doesn't just stop doing something because it's not lawful.

Personality Traits
Lirael is not innocent but she would never hurt anyone just for the sake of hurting them. Her main goal in life is to get more knowledge and power, and mostly make her grandmother proud. She'd like to be as strong as her one day.

Ideals
She has a strong bond to her heritage and her patron. Not just her parent and family but all her ancestors.

Bonds
Spoiled
Used to getting what she wants - by power, money, or lies
Physically quite weak

Flaws
Starting at 1st level, your alien knowledge gives you
the ability to touch the minds of other creatures. You
can telepathically speak to any creature you can see
within 30 feet of you. You don't need to share a language
with the creature for it to understand your telepathic
utterances, but the creature must be able to understand
at least one language.

Notes


™ & © 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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