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anamir

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

STR 15

+2

DEX 16

+3

CON 16

+3

INT 16

+3

WIS 15

+2

CHA 19

+4

11
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+6 Deception CHA
+3 History INT
+4 Insight WIS
+6 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
gloves +2 STR
 arcane focus
dagger +3 DEX 1d4+3 piercing
 Finesse, Light, Thrown (range 20/60), Nick
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Dwarvish, Goblin, Abyssal, Deep Speech

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

Player's Handbook

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 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

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

Level 1 Spells

Player's Handbook

Hex

1-level Necromancy

Casting Time 1 bonus action
Range 90 feet
Duration Concentration, 1 hour
Components V,S,M (petrified eye of newt)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

Xanathar's Guide to Everything

Cause Fear

1-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

You awaken the sense of mortality in one creature you can see within range.  A construct or undead is immune to the effect.  The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends.  Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

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