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Designer: Jon Leitheusser

Cover Artist: Jacob E. Blackmon

Layout Artist: Lj Stephens

2 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Character Collection

Warlocks

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A Collection of Warlocks, Levels 1-10, usable as PCs or NPCs

by Jon Leitheusser

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
Introduction Character Details
One of the goals for the Character Collection series
Welcome to the first of what is planned to be a is to offer a wide variety of characters so there’s
series of 12 releases, each of which presents the very little duplication of races, no repetition of
different classes available in Dungeons & Dragons. backgrounds, a 50/50 split of female and male
Each release includes ten characters of 1st characters, and a mix of patrons and pacts.
through 10th levels with different backgrounds, These characters only use the options presented
races, class options, characteristics, and histories. in the Player’s Handbook to make it easy to
They’re perfect for players who need a player refer to the different feats, abilities, spells, etc.
character of a certain level, but they also include In addition, they started at 1st level with the
a challenge rating, so DMs can use them as standard array of 8, 10, 12, 13, 14, 15 for their
adversaries or NPCs. abilities.
The key thing to remember is this: if you’re
Meet the Warlocks using one of these characters as your PC, then
you should feel free to swap out anything for
A brief description of each follows with more something you like better!
detail in the character’s full writeup.
The characteristics (personality traits, bonds,
1st level: Kamenos Dusk, a male tiefling urchin ideals, and flaws) for each character can be
with the Fiend has his patron. swapped out easily. Make the character you want
2nd level: Tierri Argenta, a female half-elf to play. Keep in mind that their histories were
outlander with the Archfey as her patron. written with the listed characteristics in mind,
but so what?
3rd level: Alamina Solimir, a female high elf sage
with the Great Old One as her patron and the Characters with the pact of the chain list
pact of the tome. which type of familiar they prefer to have, but
they can easily change that by dismissing it
4th level: Tronk Darksword, a male half-orc folk and summoning the familiar in a different form
hero with the Fiend as his patron and the pact of (see the find familiar spell). There are a number
the blade. of characters with the pact of the tome who
5th level: Bowyn Talltree, a male halfling have find familiar in their Book of Shadows.
criminal with the Archfey as his patron and the These characters don’t indicate if they have a
pact of the chain. summoned familiar. If you’re playing one of
6th level: Reece Sunderland, a female human these characters and you want a familiar, you can
soldier with the Fiend as her patron and the pact determine what it is.
of the tome. Each of the warlocks has a list of suggested
spells, rituals and invocations. Feel free to swap
7th level: Goresh Xantoran, a male dragonborn
them out for other options if you prefer. The
hermit with the Great Old One as his patron and
more you change, the less the “Combat” section
the pact of the chain.
will apply.
8th level: Orm Goldheart, a male mountain
dwarf noble with the Fiend as his patron and the Equipment
pact of the blade.
All of the characters have a equipment selected
9th level: Sarey Idraz, a female human acolyte
for them. For the most part it’s the starting
with the Archfey as her patron and the pact of the
equipment listed in the book with variations the
tome.
further you go up in level. At lower levels you’ll
10th level: Belladonna Morgani, a female tiefling see some potions appear, but as you get to higher
charlatan with the Fiend as her patron and the levels, more powerful magic items appear. None
pact of the tome. of the equipment is out of line or overpowered,
4 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
however every DM has a different tolerance for
magic items. Check with yours to make sure he
or she approves them.
If a character has a magic item that affects his
or her AC, to hit bonus, saving throws, skills, or
anything else, the totals reflect that change (and
probably include a note to that effect). If your
DM asks you to delete a magic item, make sure
you change the listed bonus.

Are Characters Optimized?


A lot of players are interested in making sure their
characters are as tough as they can possibly be. As
a designer, I understand that impulse, but as a DM,
I hate it because it unbalances things for the rest
of the party.
That said, these characters were designed to be
effective, but not unbalancing. Because they all
start with the standard array of abilities, they’re
all roughly equal in that regard. The warlock class
tends to favor the human, tiefling, and half-
elf races, but it’s possible to make interesting
and effective warlocks of other races, too. This
Character Collection attempts to show that off.
Hopefully you’ll see something in a few of these
characters that you may not have considered
previously.
It’s also important to note that none of these
characters was designed to be weak or ineffective.
They should all be perfectly fine (and fun) to play.

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Character Collection: Warlocks 5
Kamenos Dusk If you’re playing Kamenos Dusk as a player
character, these are his suggested characteristics.
You do what you want. I’m helping these people no Personality. I bluntly say what other people are
matter what it takes. hinting at or hiding.
—Kamenos Dusk Ideal. Respect. All people, rich or poor, deserve
respect.
History Bond. No one should have to endure the
hardships I’ve been through.
Kamenos was an orphan and beggar on the streets
Flaw. I will never fully trust anyone other than
of Waterdeep until recently, when some ... thing
myself.
appeared to him. It grew out of the shadows
around him and explained it had come to claim If you prefer other characteristics, feel free to
him as it had one child in every generation since swap these out for new ones.
the deal was struck centuries ago.
Tiefling Features
Kamenos argued with the thing that he had
no family, but the creature made it clear that Hellish Resistance. As a tiefling, Kamenos has
Kamenos had no choice in the matter, he would resistance to fire.
be the things vessel whether he liked it or not. Infernal Legacy. As a tiefling, Kamenos knows the
Tired of being a victim, Kamenos accepted the thaumaturgy cantrip (included in his list of cantrips)
and gets additional spells at 3rd and 5th levels.
curse, but swore he’d use its power to do what he
Charisma is his spellcasting ability for these spells.
could to improve the lot of people like himself.
Now, the monster rarely speaks to him. He isn’t Warlock Features
sure why, but fears it’s because the thing wants
Otherworldly Patron. The Fiend.
him to believe he has a choice.
Expanded Spell List. The following spells are
Combat: Because he’s new to his powers,
added to your list of warlock spells: burning
Kamenos tends to fall back on the education he
hands, command.
received on the streets. He prefers to remain out
of sight, only striking when he is out of harm’s Dark One’s Blessing. When you reduce a
way. He prefers to use hex followed by eldritch creature to 0 hit points, you gain temporary hit
points equal to your Charisma modifier + your
blasts from a distance, but if he’s caught in
warlock level (4).
close combat he uses armor of Agathys to protect
himself and deter attackers, then he moves to Pact Magic. Kamenos is a 1st-level spellcaster.
attack from range. His spellcasting ability is Charisma (spell save
DC 13, +5 to hit with spell attacks).
Roleplaying: Kamenos wants to better his
position and the only way he knows to do that is Known Spells
with money. He isn’t greedy, but money is what
he understands. Kamenos uses some portion Cantrips (at will): chill touch, eldritch blast,
of his gold and treasure to help the poor. He thaumaturgy
remembers how hard that life was and does what Spell Slots: 1 slot of 1st level
he can to help. 1st level (1 slot of 1st-level): armor of Agathys, hex
Background (Urchin) Equipment
Feature: City Secrets. As an urchin, Kamenos Leather armor, 2 daggers, light crossbow and 20
knows how to move through cities quickly. When bolts, rod (arcane focus), dungeoneer’s pack, a
he’s not in combat, he (and companions he leads) small knife, a map of Waterdeep, a pet mouse,
can travel between two locations in the city twice a token to remember your parents by, a set of
as fast as normal. common clothes, belt pouch with 10 gp.
6 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Kamenos Dusk
Medium humanoid (tiefling), neutral good
Class Warlock
Level 1
Armor Class 13 (leather armor)
Hit Points 8 (1d8)
Hit Dice 1d8
Speed 30 ft.
Proficiency Bonus +2

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 10 (+0) 13 (+1) 12 (+1) 16 (+3)

Saving Throws Str -1, Dex +2, Con +0, Int +1, Wis
+3, Cha +5
Skills Deception +5, Investigation +3, Sleight of
Hand +4, Stealth +4
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal
Proficiencies Light armor, simple weapons,
disguise kit, thieves’ tools
Challenge 1/4 (50 XP)

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
2 piercing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range
120, one target. Hit: 1d10 force damage.
Light Crossbow. Ranged Weapon Attack: +4 to
hit, range 80/320, one target. Hit: 1d8 + 2 piercing
damage.

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Character Collection: Warlocks 7
Tierri Argenta If you’re playing Tierri Argenta as a player
character, these are her suggested characteristics.
All I’m saying is that you should enjoy your time on Personality. I’m driven by a wanderlust that led
this fabulous ball of mud. Something is coming soon me away from home.
that may put an end to it all. Ideal. Greater Good. It is each person’s
—Tierri Argenta responsibility to make the most happiness for the
whole tribe.

History Bond. I suffer awful visions of a coming disaster


and will do anything to prevent it.
Born to a human mother and a wood elven Flaw. There’s no room for caution in a life lived
father, Tierri always felt more at home away from to the fullest.
civilization and in the High Forest. Learning from If you prefer other characteristics, feel free to
her full-blooded wood elf cousins, she became a swap these out for new ones.
talented guide in the region.
While exploring on her own, she discovered Half-Elf Features
a ring of standing stones in some overgrown
Fey Ancestry. As a half-elf, you have advantage
ruins. After clearing off the stones and puzzling on saving throws against being charmed, and
through some of the words carved into them in magic can’t put you to sleep.
ancient sylvan, she briefly felt at one with her
surroundings. Now, when she concentrates on Warlock Features
that feeling, she can use it to create a number
of magical effects. It feels like a presence in her Otherworldly Patron. The Archfey.
mind, but nothing more, yet. Expanded Spell List. The following spells are
added to your list of warlock spells: faerie fire, sleep.
Combat: Having spent so much of her life
surviving in the wild, Tierri is just as comfortable Fey Presence. As an action, you can cause each
using her dagger and crossbow in combat as she creature in a 10-foot cube originating from you
is her spells. In fact, she uses her magic more to to make a Wisdom saving throw against your
warlock spell save (DC 13). The creature that fail
enhance her combat abilities than replace them.
are charmed or frightened by you (your choice)
She especially likes the freedom of movement
until the end of your next turn. You can’t use this
granted by expeditious retreat and uses it often. again until after you finish a short of long rest.
Her eldritch blast is slowly taking the place of
her traditional weapons, as she’s realized how Pact Magic. Tierri is a 2nd-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 13,
effective it is.
+5 to hit with spell attacks).
Roleplaying: Tierri is a free spirit. She enjoys Invocations (2). agonizing blast (add Cha bonus
life and the adventures she gets into. People to eldritch blast damage), mask of many faces (cast
would say she favors her elven side, because she disguise self at will)
enjoys the outdoors and goes where her whims
carry her. She is plagued by dreams of a coming Known Spells
disaster. While trying to figure out their meaning,
she plans to live her life to the fullest. Cantrips (at will): eldritch blast, poison spray
Spell Slots: 2 slots of 1st level
Background (Outlander – Guide) 1st level: expeditious retreat, faerie fire, hex
Feature: Wanderer. As an outlander, Tierri has an
excellent memory for maps and geography. She can
Equipment
always recall the general layout of terrain, settlements, Leather armor, 2 daggers, light crossbow and 20
and other features. She can find food and fresh water bolts, component pouch, potion of healing (2d4 + 2),
for yourself and up to five others each day, provided dungeoneer’s pack, staff, hunting trap, wolf-fur vest,
the land offers edible plants and animals. a set of traveler’s clothes, belt pouch with 50 gp.
8 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Tierri Argenta
Medium humanoid (half-elf), chaotic good
Class Warlock
Level 2
Armor Class 14 (leather armor)
Hit Points 17 (2d8 + 2)
Hit Dice 2d8
Speed 30 ft.
Proficiency Bonus +2

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Str -1, Dex +3, Con +2, Int +0, Wis
+3, Cha +5
Skills Athletics +1, Intimidation +5, Nature +2,
Perception +3, Persuasion +5, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Draconic, Sylvan
Proficiencies Light armor, simple weapons, flute,
Challenge 1/2 (100 XP)

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
3 piercing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range
120, one target. Hit: 1d10 + 3 force damage.
Light Crossbow. Ranged Weapon Attack: +5 to
hit, range 80/320, one target. Hit: 1d8 + 3 piercing
damage.

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Character Collection: Warlocks 9
Alamina Solimir Roleplaying: Alamina is a sun elf, and often
comes across as superior and haughty. She is
I discovered, as I was studying the stars that one of driven by curiosity and wants to learn anything she
them was studying me. can, no matter the costs or the consequences. She
is smart, likable (in her way), and competent, but
—Alamina Solimir she can be unforgiving and cruel when the mood
strikes her. People who knew her when she was
History younger would be surprised by the latter traits
and even Alamina would have to admit that she’s
As one of the sun elves of Myth Drannor, changed since accepting “her star” into herself.
Alamina recently lived through a war that cost
the nation of Cormyr dearly. She survived, Background (Sage – Astronomer)
mostly by being sequestered in an observatory
hidden in the Storm Horns mountains. It was Feature: Researcher. As a sage, you either know
there she spent years studying sun elf magic, a lot of information or you can find someone or
history, and, her true loves, the stars and someplace to discover it.
constellations. If you’re playing Alamina Solimir as a player
During the Second Sundering and the war with character, these are her suggested characteristics.
the Netherese, instead of answering the call for Personality. There’s nothing I like more than a
help like the rest of the sages and mages at the good mystery.
observatory, Alamina stayed behind, obsessively Ideal. No Limits. Nothing should fetter the
studying a star she claimed had just appeared. infinite possibility inherent in all existence.
Left to survive on her own, she observed the star
Bond. My life’s work is a series of tomes related
nightly and searched for any information she
to a specific field of lore.
could find in the small library onsite.
Flaw. Unlocking an ancient mystery is worth
Eventually she started making her own
the price of a civilization.
notes, but when she went to review them,
often found pages of notes she didn’t If you prefer other characteristics, feel free to
remember writing. In those writings she swap these out for new ones.
learned some of the secrets of “her star.”
Secrets that opened her mind to its power. High Elf Features
With the Second Sundering over, Alamina Fey Ancestry. As a high elf, you have advantage
waited for her fellow sages to return, but they on saving throws against being charmed, and
never did. At the behest of her benefactor, she magic can’t put you to sleep.
sealed up the observatory and now wanders Trance. As a high elf, you don’t sleep, instead
the world sating her curiosity and doing the you meditate for 4 hours a day, but gain the
bidding of the strange, celestial being that grants benefits of sleeping for 8 hours.
her power.
Elf Weapon Training. As a high elf, you
Combat: In combat, Alamina is a practical sort. are proficient with longsword, shortsword,
If she’s in close combat, she uses armor of Agathys shortbow, longbow.
to deter attackers, then uses her shortsword to
High Elf Cantrip. As a high elf, you get one
attack or, if she’s feeling threatened, tags her
cantrip from the wizard spell list. You use Int for
opponents with shocking grasp to prevent them casting this cantrip (true strike).
from using reactions, so she can move away.
At range, she prefers to use spells like vicious Warlock Features
mockery and dissonant whispers to inflict psychic
damage and aid her allies, or chill touch to limit Otherworldly Patron. The Great Old One.
her foes’ ability to heal wounds. Expanded Spell List. The following spells
10 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
are added to your list of warlock spells: (1st)
dissonant whispers, Tasha’s hideous laughter; (2nd) Alamina Solimir
detect thoughts, phantasmal force Medium humanoid (high elf), chaotic neutral
Awakened Mind. You can communicate Class Warlock
telepathically with any creature you can see Level 3
within 30 feet of you. You don’t need to share Armor Class 14 (leather armor)
a language, but the creature must be able to Hit Points 18 (3d8)
understand at least one language. Hit Dice 3d8
Pact Boon. Pact of the Tome. Grants 3 Speed 30 ft.
additional cantrips from any spell list (guidance, Proficiency Bonus +2
shocking grasp, vicious mockery).
STR DEX CON INT WIS CHA
Pact Magic. Alamina is a 3rd-level spellcaster.
8 (-1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 15 (+2)
Her spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks).
Saving Throws Str -1, Dex +3, Con +0, Int +2, Wis
Invocations (2). agonizing blast (add Cha bonus +3, Cha +4
to eldritch blast damage), book of ancient secrets
Skills Arcana +4, Deception +4, History +4,
(can record rituals in Book of Shadows)
Investigation +4, Perception +3
Known Spells Senses darkvision 60 ft., passive Perception 13
Rituals (1st-level) alarm, detect magic, identify Languages Common, Draconic, Elvish, Infernal,
(from book of ancient secrets invocation) Sylvan
Cantrips (at will): chill touch, eldritch blast, Proficiencies Light armor, simple weapons,
guidance, shocking grasp, true strike (Int), vicious longsword, shortsword, shortbow, longbow
mockery Challenge 1/2 (100 XP)
Spell Slots: 2 slots of 2nd level
1st level: armor of Agathys, dissonant whispers, hex
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to
2nd level: phantasmal force
hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
Equipment 3 piercing damage.
Eldritch Blast. Ranged Spell Attack: +4 to hit, range
Leather armor, shortsword, 2 daggers, light 120, one target. Hit: 1d10 + 3 force damage.
crossbow and 20 bolts, component pouch, 2
potions of healing (2d4 + 2), scholar’s pack, bottle Light Crossbow. Ranged Weapon Attack: +5 to
of black ink, quill, a small knife, letter from a hit, range 80/320, one target. Hit: 1d8 + 3 piercing
dead colleague posing a question you have not damage.
yet been able to answer, a set of common clothes, Shortsword. Melee Weapon Attack: +5 to hit,
belt pouch with 75 gp. reach 5 ft., one target. Hit: 1d6 + 3 piercing
damage.

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Character Collection: Warlocks 11
Tronk Darksword armor of Agathys or mirror image, depending on his
foes. Finally, he has a couple of spells handy if
The grumbly voice in my head says things. Says he he needs to flee or reposition quickly. He knows
gives me power ‘cuz it serves his “purpose.” I don’t his magic is not as strong as others, so he prefers
know what he means, though, ‘cuz I do whatever I to use reliable spells that give him an advantage
want with it. An’ I want to fight. without running the risk of missing or allowing
a saving throw. Other than that, he wields his
—Tronk Darksword greatsword, attacking round after round.

History Roleplaying: Once a farm boy, always a farm


boy. Tronk wasn’t prepared for the power he
Originally from outside Toreus in Chessenta, now has. He always thought he’d do farm work
Tronk was raised on a farm. He grew up big, his entire life, but once he became a hero, he
strong, and likeable ... and not too bright. He decided he was meant for greater things. Now
likely would have spent the rest of his life he travels throughout the Sword Coast and the
caring for animals, toting hay, tilling fields, and North looking to defeat more monsters and
whatever other jobs needed doing, but then living up to what everyone expects of him.
something started killing the livestock and the
farmers on a couple of nearby farms. Tronk and Background (Folk Hero)
some others went to investigate. They found rift Feature: Rustic Hospitality. As a folk hero,
in the ground on one of the farms. It was littered you can find a place to hide, rest, or recuperate
with half-eaten body parts and large dog tracks. among other commoners, unless you appear to
Rather than going into the hole, Tronk and the be a danger.
others stood guard, waiting for night to fall.
If you’re playing Tronk Darksword as a player
At dusk, an old, exiled death dog emerged character, these are her suggested characteristics.
from the den. In the fight that followed, the thing Personality. Thinking is for other people. I
easily took down the sentries and left Tronk to prefer action.
stand alone. He prayed to every god he could
think of and one of them—a dark one—answered Ideal. Freedom. Tyrants must not be allowed to
him and gave him the power to defeat the mad, oppress the people.
old death dog. Tronk survived, as did some of Bond. I protect those who cannot protect
his companions, after suffering some horribly themselves.
infected wounds. Flaw. I have a weakness for the vices of the city,
When he recovered, Tronk discovered word of especially hard drink.
his actions had spread and he was a hero. At the If you prefer other characteristics, feel free to
same time, the “god” who’d answered his prayer swap these out for new ones.
was whispering to him to go and find other
things that needed killing. Eventually, he listened Half-Orc Features
and has been doing just that for a couple of years. Relentless Endurance. As a half-orc, when
Combat: Tronk is a fighter. He enjoys mixing it you are reduced to 0 hit points, but not killed
up in close combat and uses his spells to enhance outright, you can drop to 1 hit point instead. You
his ability to deal and avoid damage. Depending can’t use this feature again until you finish a long
on circumstances he could use any combination rest.
of his spells and invocations. If he can, he Savage Attacks. As a half-orc, when you score
typically uses his fiendish vigor and thief of five a critical hit with a melee weapon attack, you
fates invocations before entering a fight, then uses can roll one of the weapon’s damage dice one
hex to inflict maximum damage. If he needs to be additional time and add it to the extra damage of
able to stay in a fight for the long haul, he uses the critical hit.
12 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Warlock Features
Tronk Darksword
Otherworldly Patron. The Fiend. Medium humanoid (half-orc), chaotic neutral
Expanded Spell List. The following spells Class Warlock
are added to your list of warlock spells: (1st) Level 4
burning hands, command; (2nd) blindness/deafness, Armor Class 15 (scale mail)
scorching ray. Hit Points 31 (4d8 + 8)
Dark One’s Blessing. When you reduce a Hit Dice 4d8
creature to 0 hit points, you gain temporary hit Speed 30 ft.
points equal to your Charisma modifier + your Proficiency Bonus +2
warlock level (6).
STR DEX CON INT WIS CHA
Pact Boon. Pact of the Blade. Pact weapon
17 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 15 (+2)
counts as magical. Current pact weapon:
greatsword. Saving Throws Str +3, Dex +1, Con +2, Int -1, Wis
Pact Magic. Tronk is a 3rd-level spellcaster. His +2, Cha +4
spellcasting ability is Charisma (spell save DC 12, Skills Animal Handling +2, Deception +4,
+4 to hit with spell attacks). Intimidation +4, Nature +1, Survival +2
Invocations (2): fiendish vigor (can cast false life Feats Moderately Armored
at will as a 1st-level spell without expending a Senses darkvision 60 ft., passive Perception 10
spell slot or components), thief of five fates (can
cast bane once without using a spell slot, but can’t Languages Common, Orc
cast again until after a long rest) Proficiencies Light armor, simple weapons,
carver’s tools, vehicles (land)
Known Spells Challenge 1 (200 XP)
Cantrips (at will): chill touch, eldritch blast, true
strike Actions
Spell Slots: 2 slots of 2nd level Greatsword (Pact Weapon). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 +
1st level: armor of Agathys, expeditious retreat, hex 3 slashing damage. Counts as magical.
2nd level: mirror image, misty step Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
Feats
3 piercing damage.
Moderately Armored: Tronk’s Strength is Eldritch Blast. Ranged Spell Attack: +4 to hit, range
improved by 1 (already included in his scores) 120, one target. Hit: 1d10 force damage.
and he is proficient with medium armor and
Light Crossbow. Ranged Weapon Attack: +3 to
shields. hit, range 80/320, one target. Hit: 1d8 + 1 piercing
Equipment damage.

Scale mail, greatsword (pact weapon), 2 daggers,


light crossbow and 20 bolts, component pouch,
2 potions of healing (2d4 + 2), dungeoneer’s pack,
carving artisan’s tools, shovel, iron pot, set of
common clothes, belt pouch with 125 gp.

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Character Collection: Warlocks 13
Bowyn Talltree Roleplaying: Bowyn is friendly, nice, and
conciliatory. He always has a smile for friends or
Some people are born knowing what they want to do possible friends. He’s also nice to his enemies, up
with their lives, others never figure it out. I’d still be in until he gets them in position, then all bets are off.
that second group if things hadn’t ... changed for me.
Background (Criminal – Highway Robber)
—Bowyn Talltree
Feature: Criminal Contact. As a criminal, you
History have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals.
Like many lightfoot halflings, Bowyn isn’t really If you’re playing Bowyn Talltree as a player
from anywhere. He wandered his entire life until he character, these are his suggested characteristics.
joined a group of hin (the halfling word for their race)
Personality. I always have a plan for what to do
headed to Amn. There, he encountered such racism
when things go wrong.
and ruthless business practices against his people
that he signed on with a group of troublemakers the Ideal. Charity. I steal from the wealthy so that I
Amnian authorities call “bandits.” can help people in need.
After years working with these robbers, Bowyn Bond. Someone I loved died because of a
felt the call of the road and decided it was mistake I made. That will never happen again.
time to move on, as lightfoot hin do. He took a Flaw. I turn tail and run when things look bad.
roundabout way to one of the nearby roads, so If you prefer other characteristics, feel free to
as not give anyone ideas about where he’d come swap these out for new ones.
from, and on his trip overland he sheltered under
a lone tree during a storm. As he was dozing, he Lightfoot Halfling Features
sensed movement and looked up to see a dryad
kneeling next to him. She said she’d been sent Lucky. As a halfling, when you roll a 1 on an
to offer him a gift for all his time helping the attack roll, ability check, or saving throw, you can
people of Amn. Not wanting to cause offense, reroll the die and must use the new roll.
he accepted. He jerked awake a moment later, Brave. As a halfling, you have advantage on
humming with power and understanding, then saving throws against being frightened.
waited for the storm to pass. Halfling Nimbleness. As a halfling, you can
Since that day, Bowyn has been traveling, move through the space of any creature that is of
looking for others who might need his help. a size larger than yours.
Sometimes his patron guides him, but mostly it Naturally Stealthy. As a halfling, you can attempt
leaves him to do what he will. to hide even when you are obscured only by a
Combat: Bowyn prefers to stay out of harm’s creature that is at least one size larger than you.
way and will do anything to put space between
himself and the business end of a weapon. If Warlock Features
he can forestall a combat using friends or charm Otherworldly Patron. The Archfey.
person he will, even if it only allows him the time
to get some distance before the fight starts. If a Expanded Spell List. The following spells are
fight starts before he’s ready, he uses invisibility or added to your list of warlock spells: (1st) faerie
expeditious retreat to move away. He tries to save fire, sleep; (2nd) calm emotions, phantasmal force;
fear in case things go really badly and he needs to (3rd) blink, plant growth.
make all his foes run away. Once he’s at range, he Fey Presence. As an action, you can cause each
uses eldritch blast or his sprite familiar Moonbow creature in a 10-foot cube originating from you
to attack from cover. He has no interest in getting to make a Wisdom saving throw against your
into a fight he can’t win, so he prefers to scout warlock spell save (DC 15). The creature that fail
and area, then strike from ambush. are charmed or frightened by you (your choice)
14 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
until the end of your next turn. You can’t use this
again until after you finish a short of long rest. Bowyn Talltree
Pact Boon. Pact of the Chain. Small humanoid (lightfoot halfling), neutral good
Class Warlock
Pact Magic. Bowyn is a 5th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 15, Level 5
+7 to hit with spell attacks). Armor Class 13 (16 with mage armor)
Invocations (3). agonizing blast (add Cha bonus Hit Points 31 (5d8 + 8)
to eldritch blast damage), armor of shadows (you Hit Dice 5d8
can cast mage armor on yourself at will, without Speed 25 ft.
expending a spell slot or material components), Proficiency Bonus +3
voice of the chain master (you can communicate
STR DEX CON INT WIS CHA
telepathically with your familiar and perceive
8 (-1) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 18 (+4)
through your familiar’s senses as long as you are
on the same plane, while doing so, you can speak
Saving Throws Str -1, Dex +3, Con +1, Int +0, Wis
through your familiar even if it can’t normally speak)
+4, Cha +7
Known Spells Skills Deception +7, Intimidation +7, Nature +3,
Stealth +6
Rituals: find familiar (from Pact of the Chain)
Senses passive Perception 11
Cantrips (at will): eldritch blast, friends, true strike
Languages Common, Halfling
Spell Slots: 2 slots of 3rd level
Proficiencies Light armor, simple weapons, dice,
1st level: charm person, expeditious retreat, hex thieves’ tools
2nd level: invisibility, phantasmal force Challenge 2 (450 XP)
3rd level: fear
Actions
Equipment
Dagger. Melee or Ranged Weapon Attack: +6 to
3 daggers, wand (arcane focus), 2 potions hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
of healing (2d4 + 2), boots of elvenkind (give 3 piercing damage.
advantage on Dexterity (Stealth) checks that rely Eldritch Blast. Ranged Spell Attack: +7 to hit, range
on moving silently), dungeoneer’s pack, crowbar, 120, one target. Hit: 1d10 + 4 force damage. May
set of dark common clothes including a hood, attack with eldritch blast twice.
belt pouch with 150 gp.

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Character Collection: Warlocks 15
Reece Sunderland at range to inflict the most damage or help her
allies, but given her former training, she’s just as
The foul thing visited me in my dream the night before comfortable in close combat using shillelagh or
the battle. Our sides were arrayed against each other shocking grasp (especially against armored foes).
and it showed me that all my comrades in arms would Roleplaying: Reece is a tactician. She likes to
die the next day. But, he said, if I would “be his,” then be prepared for any eventuality. Now that she
his forces would withdraw. I agreed. They did. We doesn’t have the resources of an army behind
won that battle, but I was lost. her, that means relying on magic, which is odd
—Reece Sunderland to her, but she likes the flexibility her powers and
rituals give her.

History She is haunted by the battles she fought in,


which makes her serious and a bit dour. The
From a poor family, Reece decided at an early age deal she made with the devil she now serves is
that she would make her way in the world as a constantly on her mind. Her word is bond, but
soldier. As soon as she could, she signed on with the creature continually tests her, asking her to
Cormyr’s army, suffered through training, and took do things she normally wouldn’t, but also don’t
her place in the infantry. She had natural talent and go beyond the bounds of what she agreed to in
was made an officer after years of hard work. their deal. She is determined not to lose herself,
On a campaign during the Second Sundering but is afraid she may not win that fight.
against the Netherese, her company was due to
face off against another force in one of the many
Background (Soldier – Officer)
border conflicts. The night before the battle, Feature: Military Rank. As a soldier, you still
Reece was visited in the middle of the night by hold a military rank. You may be able to use your
a devilish ally of the Netherese. It showed her rank with other soldiers for favors.
that her superiors had no idea how outmatched
If you’re playing Reece Sunderland as a player
they’d be the next day and that she and her
character, these are her suggested characteristics.
comrades-at-arms would all be killed. However,
the devil said, if Reece was willing to make a Personality. I’m haunted by memories of war, I
deal, she could save them all. The Netherese can’t get the images of violence out of my mind.
forces would withdraw if she would agree to be Ideal. Responsibility. I do what I must and obey
its instrument. just authority.
She agreed and the devil reached for her, as it Bond. My honor is my life.
touched her, her body was wracked with pain, her
Flaw. I obey the law, even if the law causes misery.
strength drained from her, her years of training
pulled from her mind. When she woke, she’d been If you prefer other characteristics, feel free to
changed, but the enemy force was gone. swap these out for new ones.
Weak and corrupted as she was, she couldn’t stay Human Features
with the army. Given her transformation, she was
released from her duty. Human. As a human (variant), you get one
additional skill proficiency (Perception) and one
Since leaving, she’s tried to find ways to use
feat (War Caster).
her abilities to remove great evils from the world,
but sometimes she must serve her patron and he Warlock Features
often makes her do ... questionable things.
Combat: A longtime soldier, Reece’s first instinct Otherworldly Patron. The Fiend.
is to run toward a fight, but then she remembers Expanded Spell List. The following spells
how she’s been changed and instead looks at the are added to your list of warlock spells: (1st)
situation and proceeds in whichever way makes burning hands, command; (2nd) blindness/deafness,
the most sense. Usually that means using spells scorching ray; (3rd) fireball, stinking cloud.
16 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Dark One’s Blessing. When you reduce a creature Equipment
to 0 hit points, you gain temporary hit points equal
to your Charisma modifier + your warlock level (10). Leather armor, club (used with shillelagh), 2
daggers, 3 potions of healing (2d4 + 2), +1 rod of the
Dark One’s Own Luck. When you make an pact-keeper (arcane focus; +1 to hit and to spell save
ability check or saving throw, you can add a d10 DCs for warlock spells; plus, as an action while
to your roll. You can do this after seeing the roll, holding the rod, you can regain one warlock spell
but before any of the roll’s effects occur. You can’t slot, then you must finish a long rest to use this
use this again until you finish a short or long rest. ability again), dungeoneer’s pack, insignia of rank,
Pact Boon. Pact of the Tome. Grants 3 broken blade taken from a defeated enemy, bone
additional cantrips from any spell list (shillelagh, dice, set of common clothes, belt pouch with 75 gp.
shocking grasp, vicious mockery).
Pact Magic. Reece is a 6th-level spellcaster. Her Reece Sunderland
spellcasting ability is Charisma (spell save DC 15, Medium humanoid (human), lawful neutral
+7 to hit with spell attacks, increases to spell save Class Warlock
DC 16, +8 to hit with spell attacks when using +1 Level 6
rod of the pact-keeper).
Armor Class 12 (15 with mage armor)
Invocations (3). agonizing blast (add Cha bonus to Hit Points 45 (6d8 + 12)
eldritch blast damage), armor of shadows (you can cast Hit Dice 6d8
mage armor on yourself at will, without expending Speed 30 ft.
a spell slot or material components), book of ancient Proficiency Bonus +3
secrets (can record rituals in Book of Shadows)
STR DEX CON INT WIS CHA
Known Spells 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Rituals (1st-level) comprehend languages, detect
Saving Throws Str -1, Dex +2, Con +2, Int +0, Wis
magic, find familiar, identify; (2nd-level) gentle
+4, Cha +7
repose; (3rd-level) Leomund’s tiny hut (from book
of ancient secrets invocation) Skills Athletics +2, Intimidation +7, Investigation
+3, History +3, Perception +4
Cantrips (at will): chill touch, eldritch blast,
shillelagh, shocking grasp, vicious mockery Feat War Caster
Spell Slots: 2 slots of 3rd level Senses passive Perception 14
1st level: armor of Agathys, burning hands, hex Languages Common, Infernal
2nd level: invisibility, scorching ray Proficiencies Light armor, simple weapons, dice,
vehicles (land)
3rd level: fireball, vampiric touch
Challenge 3 (700 XP)
Feats
Actions
War Caster: Reece has advantage on Constitution Dagger. Melee or Ranged Weapon Attack: +5 to
saving throws she makes to maintain hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
concentration on spells when she takes damage. 2 piercing damage.
She can perform the somatic components of Eldritch Blast. Ranged Spell Attack: +7/+8 to hit
spells even when she has weapons or a shield with +1 rod of the pact-keeper, range 120, one
in one or both hands. When a hostile creature’s target. Hit: 1d10 + 4 force damage. May attack
movement provokes an opportunity attack from with eldritch blast twice.
her, she can use her reaction to cast a spell at
the creature, rather than making an opportunity Shillelagh. Melee Weapon Attack: +7 to hit, reach
attack. The spell must have a casting time of 1 5 ft., one target. Hit: 1d8 + 4 bludgeoning damage.
action and must target only that creature. Counts as magical.
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Character Collection: Warlocks 17
Goresh Xantoran and usually moves out of close combat. He
especially likes confounding other people’s plans,
so he favors spells like chill touch (to prevent
I searched for meaning for years, but when I laid my
healing), hold person (to anchor enemies in place),
eyes on that artifact, it gave me power and purpose. I
phantasmal force (to confuse and create barriers),
will not rest until I have carried out my charge.
and dispel magic (to end spell effects). When
—Goresh Xantoran necessary he uses his sculptor of flesh invocation

History
to turn into the biggest creature he can. Finally,
his preferred familiar is a psuedodragon, named
Greenscales, which he uses as a scout and to
Born and raised in Amn, Goresh was looking for attack from surprise, or when its powers would
direction and meaning when he was offered a job particularly thwart a foe’s plans.
others would run from; as caretaker and guard
for a recently discovered ruin in the Forest of Roleplaying: Goresh spent years alone in the
Wyrms. The Amnians wanted to make sure the wild and now that he’s back around people he’s
ruins remained out of the control of the dragon loud and fun. There are times, such as when he’s
Ralionate and the yuan-ti. Because the place was angry, when he becomes intense and dangerous,
overrun with poisonous snakes, Goresh was a but that passes quickly. Unknown to others,
Goresh has to work to push dark thoughts from
perfect candidate. He wasn’t expected to fight
his mind. He is at constant war with the thing
anyone, just scare them off and protect the area.
from the artifact and its corrupting influence.
He thought it sounded like a good challenge and
it would give him time to think. Background (Hermit)
He was successful in his mission and found
most of the dangers in the area steered well clear Feature: Discovery. As a hermit, your life of
of the ruins. After a couple of years in the wild, seclusion gave you access to a unique and
with only infrequent treks to settlements in Amn, powerful discovery.
Goresh felt as if he’d come no closer to finding his If you’re playing Goresh Xantoran as a player
purpose in life. While wending through the ruins character, these are his suggested characteristics.
one day, a paving stone broke beneath his feet and Personality. I was the caretaker of an ancient
he fell down a concealed set of stairs into a cellar. ruin or relic.
Exploring the cellar, he found a small room Ideal. Free Thinking. Inquiry and curiosity are
with some kind of primitive altar. On the altar the pillars of progress.
sat a strange sculpture that looked as if it writhed
Bond. My isolation gave me great insight into a
even as it sat motionless. As Goresh studied it, his
great evil that only I can destroy.
mind broke a bit and whatever that statue was
seemed to slither inside in through the cracks. Flaw. I harbor dark, bloodthirsty thoughts that
When he woke, the statue was gone, but he could my isolation and meditation failed to quell.
feel the thing inside him. It desired chaos, death, If you prefer other characteristics, feel free to
and blood, but he found he could block those swap these out for new ones.
feelings (mostly) and also channel some of its
power to create powerful effects. Dragonborn Features
He quickly returned to Amn, resigned his post, Draconic Ancestry. Green dragon.
and has been traveling, trying to find out more Breath Weapon. As a dragonborn with the
about this thing and its purpose. If and when he green dragon as your draconic ancestry, you can
finds out what it is, he plans to destroy it. use your action to breath a 15-foot cone of gas,
Combat: Goresh isn’t afraid of combat, he’s each creature in the area must succeed on a DC
perfectly comfortable mixing it up with his 13 Constitution saving throw or take 4d6 poison
staff or touch-range spells as he is at range. He damage on a failed save, or half as much damage
recognizes that he’s better off at range, however, on a successful one.
18 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Damage Resistance. As a dragonborn with 2 potions of greater healing (4d4 + 4), ring of
the green dragon as your draconic ancestry, you protection (+1 bonus to AC and saving throws),
have resistance to poison damage. scholar’s pack, scroll case stuffed with notes from
your studies, winter blanket, set of common
Warlock Features clothes, herbalism kit, belt pouch with 225 gp.
Otherworldly Patron. The Great Old One.
Expanded Spell List. The following spells
are added to your list of warlock spells: (1st) Goresh Xantoran
dissonant whispers, Tasha’s hideous laughter; Medium humanoid (green dragonborn), chaotic
(2nd) detect thoughts, phantasmal force; (3rd) good
clairvoyance, sending; (4th) dominate beast, Evard’s Class Warlock
black tentacles Level 7
Awakened Mind. You can communicate Armor Class 11 (15 with mage armor and ring of
telepathically with any creature you can see protection)
within 30 feet of you. You don’t need to share Hit Points 52 (7d8 + 14)
a language, but the creature must be able to Hit Dice 7d8
understand at least one language. Speed 30 ft.
Pact Boon. Pact of the Chain. Proficiency Bonus +3
Pact Magic. Goresh is a 7th-level spellcaster.
STR DEX CON INT WIS CHA
His spellcasting ability is Charisma (spell save
12 (+1) 12 (+1) 14 (+2) 8 (-1) 13 (+1) 18 (+4)
DC 15, +7 to hit with spell attacks).
Invocations (4). agonizing blast (add Cha bonus Saving Throws Str +2, Dex +2, Con +3, Int +0,
to eldritch blast damage), armor of shadows (you Wis +5, Cha +8 (includes +1 bonus from ring of
can cast mage armor on yourself at will, without protection)
expending a spell slot or material components), Skills Deception +7, Intimidation +7, Medicine +4,
sculptor of flesh (you can cast polymorph once Religion +2
using a warlock spell slot, you can’t do so again
until you finish a long rest), voice of the chain Damage Resistances poison
master (you can communicate telepathically Senses passive Perception 11
with your familiar and perceive through your Languages Common, Draconic, Elvish
familiar’s senses as long as you are on the same
Proficiencies Light armor, simple weapons,
plane, while doing so, you can speak through
herbalism kit
your familiar even if it can’t normally speak)
Challenge 3 (700 XP)
Known Spells
Rituals: find familiar (from Pact of the Chain)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to
Cantrips (at will): chill touch, eldritch blast, friends
hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
Spell Slots: 2 slots of 4th level 1 piercing damage.
1st level: armor of Agathys, dissonant whispers, hex Eldritch Blast. Ranged Spell Attack: +7 to hit, range
2nd level: hold person, phantasmal force 120, one target. Hit: 1d10 + 4 force damage. May
attack with eldritch blast twice.
3rd level: dispel magic, fly
Quarterstaff. Melee Weapon Attack: +4 to hit,
4th level: dimension door
reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning
Equipment damage, or 1d8 + 1 bludgeoning damage using
two hands.
Quarterstaff, 2 daggers, component pouch,
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Character Collection: Warlocks 19
Orm Goldheart because they remind him of home. Unlike some
warlocks, Orm isn’t bothered at all about where
I use whatever power I have to do what is right, what his powers come from. He is still himself and
is just. The source of that power is unimportant. if he needs to perform some duty or another to
maintain his ability to defend others, then that’s
—Orm Goldheart the cost of doing business.

History Background (Noble)


A child of a noble family from Impiltur, Orm was Feature: Position of Privilege. As a noble,
trained in war, history, and the role of nobles as people are inclined to think of best of you and
the protectors of the common people. Given that welcome you into high society. The common folk
the noble houses of his homeland have, for the accommodate you as much as possible.
most part, had their administrative duties taken If you’re playing Orm Goldheart as a player
over by the Grand Council, Orm was free to spend character, these are his suggested characteristics.
all of his time searching out and destroying the Personality. Despite my noble birth, I do not
cults and demons that plague his nation. place myself above other folk. We all have the
It was on one of these raids, that Orm was same blood.
confronted by an Outsider of flame and shadow. Ideal. Family. Blood runs thicker than water.
The thing was responsible for a cult that had
sacrificed a number of his countrymen to summon Bond. The common folk must see me as a hero
it and Orm was determined to destroy it. The two of the people.
engaged in battle, but as soon as Orm touched the Flaw. I secretly believe that everyone is beneath me.
creature it screamed in agony and called Orm, If you prefer other characteristics, feel free to
“One whom the great gods made.” At that, Orm swap these out for new ones.
grappled the creature, forced it into submission,
and with an effort of will, forced it away. Mountain Dwarf Features
But it didn’t go “away.” Instead, in the last Dwarven Resilience. As a dwarf, you have
moments of the battle, Orm knew he could advantage on saving throws against poison, and
somehow force the thing into himself and resistance to poison damage.
claim its power as his own. To everyone else, it
appeared as if Orm had destroyed the demon, Stonecunning. As a dwarf, when you make an
but Orm knew better. Intelligence (History) check related to stonework,
you double your proficiency bonus. Total of +5.
With more power than before, Orm is happy to
fight fire with fire. Warlock Features
Combat: Orm is a very regimented combatant.
Otherworldly Patron. The Fiend.
He has a tactic he likes, which is to cast darkness,
then attack with his warhammer while his enemy Expanded Spell List. The following spells
can’t see, but he can (thanks to the devil’s sight are added to your list of warlock spells: (1st)
invocation). If that isn’t possible, because the burning hands, command; (2nd) blindness/deafness,
target is too mobile, he uses a cold fire shield. scorching ray; (3rd) fireball, stinking cloud; (4th) fire
He only uses hex with his eldritch blasts, for the shield, wall of fire.
most part. When faced with overwhelming odds, Dark One’s Blessing. When you reduce a
he attempts to even them with a fireball as an creature to 0 hit points, you gain temporary hit
opening volley. points equal to your Charisma modifier + your
Roleplaying: Orm is proud and sincere in warlock level (11).
his desire to help people. Because he travels so Dark One’s Own Luck. When you make an
much, he particularly enjoys the company of ability check or saving throw, you can add a d10
other dwarves when he meets them, but only to your roll. You can do this after seeing the roll,
20 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
but before any of the roll’s effects occur. You can’t
use this again until you finish a short or long rest. Orm Goldheart
Pact Boon. Pact of the Blade. Pact weapon Medium humanoid (mountain dwarf), neutral
counts as magical. Current pact weapon: +1 Class Warlock
warhammer. Level 8
Pact Magic. Orm is a 8th-level spellcaster. His Armor Class 15 (half plate)
spellcasting ability is Charisma (spell save DC 14, Hit Points 67 (8d8 + 24)
+6 to hit with spell attacks). Hit Dice 8d8
Invocations (4). agonizing blast (add Cha bonus Speed 25 ft.
to eldritch blast damage), fiendish vigor (can Proficiency Bonus +3
cast false life at will as a 1st-level spell without
STR DEX CON INT WIS CHA
expending a spell slot or components), devil’s
16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)
sight (you can see normally in magical and
nonmagical darkness to 120 feet), thirsting blade
Saving Throws Str +3, Dex +0, Con +3, Int -1, Wis
(you can attack with your pact weapon twice,
+4, Cha +6
instead of once, whenever you take the Attack
action on your turn) Skills Deception +6, Intimidation +6, History +2,
Persuasion +6
Known Spells Feats Savage Attacker
Cantrips (at will): eldritch blast, prestidigitation, Damage Resistances poison
true strike Senses darkvision 120 ft., passive Perception 11
Spell Slots: 2 slots of 4th level Languages Common, Dwarvish, Orc
1st level: armor of Agathys, arms of Hadar, Proficiencies Light and medium armor, simple
burning hands, hex weapons, battleaxe, handaxe, throwing hammer,
2nd level: darkness, scorching ray, warhammer, smith’s tools, chess
3rd level: fireball, fly Challenge 4 (1,100 XP)
4th level: fire shield
Actions
Feats +1 Warhammer (Pact Weapon). Melee Weapon
Savage Attacker: Once per turn when you roll Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 +
damage for a melee weapon attack, you can reroll 4 bludgeoning damage, only 1d8 + 4 bludgeoning
the weapon’s damage dice and use either total. damage when used one handed. You can attack
twice when you take the Attack action on your
Equipment turn.

Half plate, +1 warhammer (pact weapon), 2 Dagger. Melee or Ranged Weapon Attack: +6 to
daggers, crystal (arcane focus), 2 potions of hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
greater healing (4d4 + 4), dungeoneer’s pack, fine 3 piercing damage.
set of clothes, signet ring, scroll of pedigree, belt Eldritch Blast. Ranged Spell Attack: +6 to hit, range
pouch with 200 gp. 120, one target. Hit: 1d10 + 3 force damage. May
attack with eldritch blast twice.

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Character Collection: Warlocks 21
Sarey Idraz She strongly believes in talking through
differences and clearing up misunderstandings.
I prefer to heal, but that doesn’t mean I’m not good at She is, however, practical and understands that
hurting things. some people and things have no interest in living
peacefully no matter how much she might wish
—Sarey Idraz otherwise. For those beings, she regretfully turns

History
to violence.

Background (Acolyte)
A worshiper of Eldath, goddess of peace, Sarey
has always felt a strong connection to the natural Feature: Shelter of the Faithful. As an acolyte,
world. When she came of age, her parents you command the respect of those who share
allowed her to leave their home and Baldur’s your faith. They will provide healing and a place
Gate to seek out a sect of druids that would allow to stay.
her to join. If you’re playing Sarey Idraz as a player
She spend her teenage years among the druids, character, these are her suggested characteristics.
learning from them, especially how to treat the Personality. Nothing can shake my optimistic
injured and ill. attitude.
Her studies earned her a place as an apprentice Ideal. Charity. I always try to help those in
to one of the druids, but during one of the early need, no matter what the personal cost.
ceremonies to prepare her for becoming a full- Bond. Everything I do is for the common people.
fledged druid, she felt something stir within her,
Flaw. Once I pick a goal, I become obsessed with
then felt at one with her surroundings. It was the
it to the detriment of everything else in my life.
most peaceful, vast, and frightening thing she’d
ever felt. Her mentor felt it, too, and told her he If you prefer other characteristics, feel free to
could not complete her training because she’d swap these out for new ones.
already been claimed by something else.
Human Features
Sarey was allowed to stay with the druids
for a while to learn more about her connection Human. As a human (variant), you get one
to nature and learned her family had long ago additional skill proficiency (Medicine) and one
entered into a pact with a powerful nature feat (Healer).
spirit—and now she was reaping its benefits.
Warlock Features
Eventually, she left the grove and has been
traveling throughout the Sword Coast dealing Otherworldly Patron. The Archfey.
with threats to the natural world and helping out Expanded Spell List. The following spells are
where she can. added to your list of warlock spells: (1st) faerie
Combat: Sarey prefers to take a supporting role fire, sleep; (2nd) calm emotions, phantasmal force;
in combat, using spells like faerie fire, hold person, (3rd) blink, plant growth; (4th) dominate beast,
greater invisibility, or hold monster to give her greater invisibility; (5th) dominate person, seeming.
allies as big an advantage as possible. Once she’s Fey Presence. As an action, you can cause each
done that, she protects herself with a defensive creature in a 10-foot cube originating from you
spell, uses her minions of chaos invocation, or to make a Wisdom saving throw against your
attacks from range. If one of her friends is badly warlock spell save (DC 17). The creature that fail
injured, she steps up to use her healing kit (and are charmed or frightened by you (your choice)
her healer feat) to treat them, or casts spare the until the end of your next turn. You can’t use this
dying, if needed. again until after you finish a short of long rest.
Roleplaying: As a follower of Eldath, Sarey Misty Escape. When you take damage, you can
attempts to live up to the ideals of her church. use your reaction to turn invisible and teleport
22 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
up to 60 feet to an unoccupied space you can see. Equipment
You remain invisible until the start of your next
turn or until you attack or cast a spell. You can’t Club (used with shillelagh), 2 daggers, wand
use this again until you finish a short or long rest. (arcane focus), healer’s kit (10 uses), 3 potions of
greater healing (4d4 + 4), potion of fire resistance,
Pact Boon. Pact of the Tome. Grants 3
stone of good luck (+1 bonus to ability checks and
additional cantrips from any spell list (sacred
saving throws), scholar’s pack, holy symbol,
flame, shillelagh, spare the dying).
prayer book, 5 sticks of incense, vestments, set of
Pact Magic. Sarey is a 9th-level spellcaster. Her common clothes, belt pouch with 200 gp.
spellcasting ability is Charisma (spell save DC 17,
+9 to hit with spell attacks).
Invocations (5). agonizing blast (add Cha bonus Sarey Idraz
to eldritch blast damage), armor of shadows (you Medium humanoid (human), neutral good
can cast mage armor on yourself at will, without Class Warlock
expending a spell slot or material components),
beast speech (you can cast speak with animals at Level 9
will, without expending a spell slot or material Armor Class 12 (15 with mage armor)
components), book of ancient secrets (can record Hit Points 66 (9d8 + 18)
rituals in Book of Shadows), minions of chaos (you Hit Dice 9d8
can cast conjure elemental once using a warlock Speed 30 ft.
spell slot, but you can’t do so again until you Proficiency Bonus +4
finish a long rest)
STR DEX CON INT WIS CHA
Known Spells 8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 20 (+5)
Rituals (1st-level) alarm, comprehend languages,
detect magic, find familiar, identify; (2nd-level) animal Saving Throws Str +0, Dex +2, Con +3, Int +1, Wis
messenger, gentle repose;(3rd-level) Leomund’s tiny +7, Cha +10 (includes +1 to all saving throws from
hut, phantom steed; (5th) commune with nature (from stone of good luck)
book of ancient secrets invocation) Skills Deception +10, Insight +7, Intimidation +10,
Cantrips (at will): eldritch blast, prestidigitation, Medicine +7, Religion +5 (includes +1 to all ability
sacred flame, shillelagh, spare the dying checks from stone of good luck)
Spell Slots: 2 slots of 5th level Feats Healer
1st level: charm person, faerie fire, hex Senses passive Perception 12
2nd level: hold person, mirror image, misty step, Languages Common, Elvish, Orc, Sylvan
phantasmal force Proficiencies Light armor, simple weapons
3rd level: fly Challenge 4 (1,100 XP)
4th level: greater invisibility
5th level: hold monster Actions
Dagger. Melee or Ranged Weapon Attack: +5 to
Feats hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
Healer: When Sarey uses a healer’s kit to stabilize 1 piercing damage.
a dying creature, that creature also regains 1 hit Eldritch Blast. Ranged Spell Attack: +9 to hit, range
point. As an action, Sarey can spend one use of a 120, one target. Hit: 1d10 + 5 force damage. May
healer’s kit to tend to a creature and restore 1d6+4 attack with eldritch blast twice.
hit points to it, plus additional hit points equal to Shillelagh. Melee Weapon Attack: +9 to hit, reach
the creature’s maximum number of Hit Dice. The
5 ft., one target. Hit: 1d8 + 5 bludgeoning damage.
creature can’t regain hit points from this feat again
Counts as magical.
until it finished a short or long rest.
Not for resale. Permision granted to print or photocopy this document for personal use only.
Character Collection: Warlocks 23
Belladonna Morgani doesn’t consider friends, she has no reason to tell
the truth. They haven’t earned her honesty. Which
doesn’t mean she’s not a nice person, she’s just not
Yes, sometimes I am tasked with doing my patron
nice to everyone. She only does things she thinks
some ... favors, but the power I get in return makes it sound interesting or look to turn a profit.
worthwhile. I wish everyone paid in power.
—Belladonna Morgani Background (Charlatan)
Feature: False Identity. As a charlatan, you have
History a second identity, including documentation to
back it up. You can forge documents as long as
Belladonna was born and raised in Neverwinter. you’ve seen a copy.
Her family worshiped the demon who’d supposedly If you’re playing Belladonna Morgani as
started their family line, but did so more out of
a player character, these are her suggested
tradition than any actual belief in the demon.
characteristics.
Mistrusted as tieflings are in the Realms,
Personality. I lie about almost everything, even
Belladonna decided she’d play the part of the liar,
when there’s no good reason to.
but do so by manipulating others and telling what
they wanted to hear. She quickly realized that a Ideal. Independence. I am a free spirit—no one
welcome lie was more believable than the truth. She tells me what to do.
learned even more about deceiving others when Bond. I owe everything to my mentor—a
she was recruited by “Lord” Camnus, a handsome, horrible person who’s probably rotting in jail
middle-aged human, who made his living bilking somewhere.
the rich out of large chunks of their fortunes, yet Flaw. I’m convinced that no one could ever fool
somehow, his victims always thanked him as he left. me the way I fool others.
She learned a lot from Camnus and helped If you prefer other characteristics, feel free to
him do the same in Neverwinter until one of swap these out for new ones.
their recent victims realized what happened and
hunted them down. Tiefling Features
Even after being beaten and jailed, Camnus was Hellish Resistance. As a tiefling, Belladonna has
able to convince his captors that Belladonna was resistance to fire.
an innocent girl he had tricked into working with
him and had no clue what his plans actually were. Infernal Legacy. As a tiefling, Belladonna knows
Belladonna went along with it and was let go with the thaumaturgy cantrip (included in her list of
nothing more than the beating she’d already received. cantrips), can cast hellish rebuke and darkness once
Camnus did not. His role in other cons came to light per day (included in her list of spells). Charisma is
and he was imprisoned for a long, long time. her spellcasting ability for these spells.
Belladonna offered a silent prayer of thanks Warlock Features
to her demon-god and was surprised when he
answered her, telling her he could help her more Otherworldly Patron. The Fiend.
if she’d agree to do some things for him. She Expanded Spell List. The following spells
agreed and ever since has been doing whatever are added to your list of warlock spells: (1st)
she found interesting and every now and again burning hands, command; (2nd) blindness/deafness,
doing something for her patron. scorching ray; (3rd) fireball, stinking cloud; (4th) fire
Combat: Nothing is more fun than the chaos of shield, wall of fire; (5th) flame strike, hallow.
a good fight to Belladonna. She loves surprising
her foes with a fireball or flame strike as much as Dark One’s Blessing. When you reduce a creature
she likes firing off a couple of eldritch blasts or to 0 hit points, you gain temporary hit points equal
creating an area of darkness she can see through, to your Charisma modifier + your warlock level (14).
but others can’t. Anything she can do to keep Dark One’s Own Luck. When you make an
opponents guessing is fair game. ability check or saving throw, you can add a d10
Roleplaying: Belladonna enjoys using her abilities to your roll. You can do this after seeing the roll,
in concert with her natural charisma to get what she but before any of the roll’s effects occur. You can’t
wants using guile and deception. For people she use this again until you finish a short or long rest.
24 Character Collection: Warlocks Not for resale. Permision granted to print or photocopy this document for personal use only.
Fiendish Resilience. You can choose a damage d20, and then choose whether the attack uses the
type when you finish a short of long rest. You gain attacker’s roll or yours.
resistance to that damage type until you choose a If more than one creature spends a luck point to
different one with this feature. Damage from magical influence the outcome of a roll, the points cancel
weapons or silver weapons ignores this resistance. each other out; no additional dice are rolled.
Pact Boon. Pact of the Tome. Grants 3 Belladonna recovers the expended luck points
additional cantrips from any spell list (guidance, when she finishes a long rest.
shillelagh, vicious mockery).
Equipment
Pact Magic. Belladonna is a 10th-level
Club (used with shillelagh), 2 daggers, +1 rod of
spellcaster. Her spellcasting ability is Charisma the pact-keeper (arcane focus), 3 potions of greater
(spell save DC 16, +8 to hit with spell attacks). healing (4d4 + 4), ring of protection (+1 bonus
Invocations (5). agonizing blast (add Cha bonus to AC and saving throws), dungeoneer’s pack,
to eldritch blast damage), armor of shadows (you fine set of clothes, disguise kit, signet ring of an
can cast mage armor on yourself at will, without imaginary duke, belt pouch with 500 gp.
expending a spell slot or material components),
book of ancient secrets (can record rituals in Book Belladonna Morgani
of Shadows), devil’s sight (you can see normally Medium humanoid (tiefling), chaotic neutral
in magical and nonmagical darkness to 120 feet), Class Warlock
mask of many faces (cast disguise self at will). Level 10
Known Spells Armor Class 11 (15 with mage armor and ring of
protection)
Rituals (1st-level) alarm, comprehend languages, Hit Points 63 (10d8 + 10)
detect magic, find familiar, identify; (2nd-level) Hit Dice 10d8
augury, gentle repose; (3rd-level) Leomund’s tiny Speed 30 ft.
hut; (5th-level) Rary’s telepathic bond (from book Proficiency Bonus +4
of ancient secrets invocation) STR DEX CON INT WIS CHA
Cantrips (at will): chill touch, eldritch blast, 8 (-1) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 18 (+4)
guidance, mage hand, shillelagh, thaumaturgy, true
strike, vicious mockery Saving Throws Str +0, Dex +2, Con +3, Int +1, Wis +7,
Cha +9 (includes +1 bonus from ring of protection)
Spell Slots: 2 slots of 5th level
Skills Deception +8, Intimidation +8, Investigation
1st level: armor of Agathys, burning hands, hex +4, Sleight of Hand +5
2nd level: hold person, scorching ray, Feats Lucky
3rd level: fireball, hunger of Hadar Damage Resistances fire
4th level: dimension door, fire shield Senses darkvision 120 ft., passive Perception 12
5th level: flame strike Languages Common, Infernal
Tiefling Spells (each 1/day): hellish rebuke (as a Proficiencies Light and medium armor, simple
2nd-level spell), darkness weapons, disguise kit, forgery kit
Challenge 5 (1,800 XP)
Feats
Lucky: Belladonna has 3 luck points. Whenever
Actions
you make an attack roll, an ability check, or a Dagger. Melee or Ranged Weapon Attack: +5 to
saving throw for her, you can spend one luck hit, reach 5 ft., range 20/60, one target. Hit: 1d4 +
1 piercing damage.
point to roll an additional d20. You can choose
to spend one of her luck points after you roll the Eldritch Blast. Ranged Spell Attack: +8 to hit, range
die, but before the outcome is determined. You 120, one target. Hit: 1d10 + 4 force damage. May
attack with eldritch blast twice.
choose which of the d20s is used for the attack
roll, ability check, or saving throw. Shillelagh. Melee Weapon Attack: +8 to hit, reach
You can also spend one luck point when an 5 ft., one target. Hit: 1d8 + 4 bludgeoning damage.
Counts as magical.
attack roll is made against Belladonna. Roll a
Not for resale. Permision granted to print or photocopy this document for personal use only.
Character Collection: Warlocks 25

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