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Uhluhtc

1 Level (0/300 XP for level-up) Failed Merchant Background Human Race / Species / Heritage Neutral Neutral Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 8

-1

DEX 13

+1

CON 15

+2

INT 10

+0

WIS 11

+0

CHA 17

+3

10
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow -1 STR 1d8-1 piercing
 Range 80/320, Two-Handed
Quarterstaff -1 STR 1d6-1 bludgeoning
 Versatile: 1d8
Dagger +1 DEX 1d4+1 piercing
 Finesse
Attacks

Spell Book

Light Crossbow


Arcane Focus


Dungeoneer's Pack


Leather Armor


Quarterstaff


Dagger x2


Tinker's Tools


Merchant's Scale


Fine Clothes





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

Otherworldly Patron: The Undead




Spellcasting

Armor: Light


Weapons: Simple


Artisan Tools


Languages: Common, Dawrvish





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

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 60ft
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Damage/Effect: You create a 5ft cube bonfire. Any creature in this cube must succeed a Dexterity save or take 1d8 Fire damage.

You create a bonfire on ground that you can see within range. Until the spell ends, the 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 enters the bonfire’s space for the first time on a turn or ends its turn there.

At higher levels:

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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).

Level 1 Spells

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.

Healing Elixir

1-level Conjuration

Casting Time: 1 Action
Range/Area: Self
Duration: 24 hours
Damage/Effect: You create an elixir worth 2d4 + 2 HP.

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

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


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