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Valeria Tirrell

1 Level (0/300 XP for level-up) Urchin | Freedom Faction Background Wood Elf (Vampire Augment) Race / Species / Heritage CN Alignment
Warlock (Symbiont)
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
10
+0
CHA
16
+3
14
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Ability Scores
Str: 10
Dex: 14
Con: 15 + 1(r) = 16
Int: 10
Wis: 8
Cha: 14 + 2 (r) = 16


Pact Magic: Charisma casting. 2 cantrips, 2 spells known
Cantrips: Eldritch Blast, Prestidigitation.
1st: Entangle, Hex.

Symbiont

Level 1: Expanded Spell List
The Symbiont 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.

Symbiont Expanded Spells
Spell Level Spells
1st entangle, longstrider
2nd blur, enlarge/reduce
3rd haste, meld into stone
4th evard's black tentacles, stoneskin
5th cloudkill, mislead

Level 1: Symbiotic Transformation
Starting when you choose this patron at 1st level, you can draw out your Symbiont, which proceeds to coat your body in a living slime exoskeleton. You can undergo this transformation or reverse it as a bonus action on your turn. While transformed, you can't cast spells, but transforming doesn't break your concentration or prevent you from taking actions that are part of a spell that you've already cast. While transformed, you gain the following benefits:

The Flesh. Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
The Claws. You sprout a set of wicked claws, which you can use as natural melee weapons to make claw attacks. You have proficiency in your claw attacks and can use your Charisma modifier, instead of Strength, for their attack and damage rolls. On a hit, your claws deal 1d8 slashing damage, which counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you later gain the Pact of the Blade feature, your claws count as pact weapons for warlock class features.
Extra Attack. Starting at 5th level, you can attack twice with your claws, instead of once, whenever you take the Attack action on your turn.


Vampiri
Shadowstep: As a bonus action, you can teleport between shadows that are within 30ft of each other.

Pest form: Can wildshape into a bat for up to 10 minutes. Can do it twice per long rest.

Bite Attack (Finesse): 1d6+str/dex piercing damage and thean heal 1d4 hit points on a successful attack. BE CAREFUL ABOUT THE BLOOD YOU DRINK!!!

Features & Traits
Light Crossbow
Component Pouch
Dungeoneers Pack
Leather armor
3x Daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light
Languages: Common, Elvish.
Skills: Deception (c), Intimidation (c), Investigation (f), Perception (r), Sleight of Hand (b), Stealth (b)
Tools: Disguise Kit, Thieves' Tools
Weapons: Simple weapons, longsword, shortsword, shortbow, and longbow.

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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