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The Devil at the Crossroads in Dungeons & Dragons 5e

The Devil at the Crossroads

10 Level (0/85000 XP for level-up) Far Traveler Background Satyr Race / Species / Heritage Lawful Evil Alignment
Warlock
Level 10
Hit Dice: 10/10
1d8+1 Class 1

STR 9

-1

DEX 12

+1

CON 12

+1

INT 8

-1

WIS 12

+1

CHA 14

+2

55
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
35/70/0
Speed (walk/run/fly)
15
Passive Perception
3 / 9
Souls
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
-1 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+6 Deception CHA
-1 History INT
+5 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+5 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pitchfork +5 DEX 1d6+1 piercing
 Finesse, thrown (20/60), versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6 Action 120ft Instant 1d10+2 VS
 Notes:Two targets, invocation buff
Friends Action Self Concentration, 1 min S
Mind Sliver Action 60ft 1 round 2d6 V

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hellish Rebuke Reaction 60ft Instant 2d10 + VS
 Notes:Response to damage
Fireball Action 150ft Instant 8d6 + VS
Hold Monster Action 90ft Concentration, 1 min VS
Flame Strike Action 60ft Instant 8d6 VS

Role - The Devil at the Crossroads



  • As the famous devil bartering for peoples souls, you have the option of offering any living, still soul-carrying individual you come across a deal.
  • Once per turn, you may propose this deal to any number of eligible creatures of your choice that can hear you. Any creature charmed in any way by you will automatically take the deal. If they take the deal, they gain one of the following benefits (their choice) permenantly:
  • +2 to any ability score they choose
  • Gain a d6 bardic inspiration when they take the deal, and again at the end of a short rest.
  • However, their soul is now permenantly marked. At the moment they inevitably die, be it anywhy from some deeply unfortunate accident to directly by your hand, you gain ownership of their soul. You can use these souls in the following way:
  • (Action) You can consume the soul, using it to heal yourself or a creature you can see within 30ft for 2d6 hit points
  • (Action) You can inflame two souls, using them to increase the damage of attacks dealt by you or a creature you can touch by 1d4 fire damage until the target's next short rest. This effect can stack.
  • (Bonus Action) You can barter any number of souls to your patron, in return for a spell slot equal in level to the number of souls exchanced.
  • You start with three souls: Faust's, Jimmy Hendricks', and two out of three halves of John Lennon's
  • Your creature type is Fiend

Race - Satyr



  • (Action) Ram - You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Fey Origin - You are a Fey
  • Magical Resistance - You have advantage on saving throws against spells.
  • Mirthful Leaps - Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Class - Warlock



  • Otherworldly Patron - The source of your magical powers is Satan, a Fiend. This grants you the following traits & features
  • Dark One's Blessing - When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
  • Dak One's Own Luck - You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Fiendish Resilience - You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.



  • Pact of the Talisman
  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
  • If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.



  • Eldritch Invocations - As part of your service to Satan, you are granted five of the following Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. These were chosen at character creation:
  • Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Kiss of Mephistopheles - When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
  • Agonising Blast - When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Repelling Blast - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
  • Lance of Lethargy - Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
  • Protection of the Talisman - When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
  • Rebuke of the Talisman - When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
  • Bewitching Whispers - You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
  • Sign of the Ill Omen - You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.



  • War Caster - If you picked it in character creation, you get the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.




Features & Traits

Handy Things



  • Leather Armour (Armour Class = 11 + Dex)

Other Stuff



  • Traveler's clothes, a jeweled ring
  • Viola or guitar (Pick one when needed, that's what you have to stick with)



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 45, Platinum: 0 Money

Remember, you regain your spell slots on a short rest rather than a long rest,


all your spells level up to fifth level. Most spells get a buff from being cast at higher levels



Spellcasting

Languages



  • Common
  • Abyssal
  • Infernal

Proficiencies



  • Viola, Guitar
  • Light Armour
  • Simple Weapons



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

 
At higher levels: 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.

Class(es): Warlock

Evolving Cantrips

Friends

0-level (Cantrip) Enchantment

Casting Time 1 action
Range Self
Duration Concentration, 1 minute
Components S,M (makeup applied to the face during casting)

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
At higher levels: At 5th Level: If a target would not automatically succeed on their Wisdom save, you may choose to have them fail their save when you cast this spell. If you do so, they will also become hostile towards you when the spell ends and they realize they were Charmed by you. At 11th Level. You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend". At 17th Level. This spell does not require concentration when you cast it. The creature does not realize it was charmed by this spell until 1 minute after the spell ends.

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

Unearthed Arcana

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60 ft
Duration 1 round
Components V

Damage Type: Psychic   Saving Throws: Intelligence   Description: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

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).

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

Xanathar's Guide to Everything, page 152

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components Verbal, Somatic

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Wizard, Sorcerer, Artificer

Sword Coast Adventuring Guide

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V,M (a weapon)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Sorcerer

Level 3 Spells

PHB, Page 241

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

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

4th 5th 6th 7th 8th 9th
9d6 10d6 11d6 12d6 13d6 14d6

Class(es): Sorcerer, Wizard

Incite Greed

3-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 minute
Components V, S, M
Materials a valuable worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it.

While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Class(es): Fluxxer (Chrysalis), Vujinn´ka (Souroukar)

Player's Handbook

Hypnotic Pattern

3-level Illusion

Casting Time 1 action
Range 120 feet
Duration Concentration, 1 minute
Components S,M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

You create a twisting pattern of colors that weaves through the air inside a 30-ft cube. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom save. On a fail, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if they take damage, or are shaken awake.

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

Level 4 Spells

Unearthed Arcana

Ego Whip

4-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V

Damage Type: Control   Saving Throws: Intelligence   Description: You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

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

Level 5 Spells

Player's Handbook

Hold Monster

5-level Enchantment

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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

Player's Handbook

Flame Strike

5-level Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S, M
Materials A pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Class(es): Cleric, Paladin (Devotion), Sorcerer (Divine Soul), Warlock (Celestial, Fiend)

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