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Glimbold

1 Level (0/300 XP for level-up) Haunted One Background Human Race / Species / Heritage Chaotic Nuetral Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR 17

+3

DEX 14

+2

CON 16

+3

INT 16

+3

WIS 11

+0

CHA 8

-1

11
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+1 Attack mod
CHA Ability
+-1 Abi Mod
9 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
+3 Athletics STR
+1 Deception CHA
+3 History INT
+0 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +3 STR 1d8+3 piercing
 Two-Handed, Range 80/320
Handaxe +3 STR 1d6+3 slashing
 Thrown 20/60
Dagger +3 STR 1d4+3 piercing
 Finesse, Thrown 20/60
Attacks

Spell Book

Light Crossbow


Component Pouch


Dungeoneers Pack


Leather Armor


Handaxe


Daggers x2


Common Clothes





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

Patron: The Great Old One




Spellcasting

Armor: Light


Weapons: Simple


Languages: Common, Goblin





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

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 60ft
Duration: Instantaneous
Attack/Save: Wisdom Save
Damage/Effect: 1d8 Necrotic; if the target is missing ANY hit points, it takes 1d12 Necrotic damage instead.

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At higher levels:

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Duration: Instantaneous
Attack/Save: Ranged Attack
Damage/Effect: 1d10 Force

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.


Level 1 Spells

Witch Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 30ft
Duration: Concentration, up to 1 minute
Attack/Save: Ranged Attack
Damage/Effect: 1d12 Lightning; during each of your turns until the spell ends, you use your action to deal 1d12 Lightning damage to the target.

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Hellish Rebuke

1-level Evocation

Casting Time: 1 Reaction
Range/Area: 60ft
Duration: Instantaneous
Attack/Save: Dexterity Save
Damage/Effect: 2d12 Fire (half on a successful save)

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.

Statblocks for your Trinkets, businesses, building, castles, empires.


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