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Bel'Veth

4 Level (0/6500 XP for level-up) Haunted One Background Tiefling Race / Species / Heritage Chaotic good Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 1
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
10
+0
DEX
13
+1
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
17
+3
27
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Sorcery Points
3 / 3
Rod of Retribution
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+5 Deception CHA
+3 History INT
+0 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4 Piercing
Crossbow +4 STR 1d6 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Ray of Frost 1 action 60 ft Instand 1d8 Cold VS
 Notes:On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Shocking Grasp 1 action Touch Instand 1d8 VS
 Notes:On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Chill Touch 1 action 120 ft 1 round 1d8 VS
 Notes:On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Poison Spray 1 action 10 ft Instand 1d12 VS
 Notes:Con Save
Fire Bolt 1 action 120 ft Instand 1d10 VS
 Notes:A flammable object hit by this spell ignites if it isn’t being worn or carried.
Eldritch Blast 1 action 120 ft Instand 1d10 VS
 Notes: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.
Minor Illusion 1 action 30 ft 1 Min SM

Level 1 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Chaos Bolt 1 action 120 ft Instand 2d8+1d6 VS
 Notes:d8 Damage Type: 1 Acid, 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Poison, 7 Psychic, 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
Ray of Sickness 1 action 60 ft Instand 2d8 VS
 Notes:Con save, On a failed save, it is also poisoned until the end of your next turn.
Tasha's Caustic Brew 1 action Self (30-foot line) Concentration, up to 1 minute 2d4 VSM
 Notes:ach creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature
Create or Destroy Water 1 action 30 ft Instand VSM
 Notes:Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chaos Bolt 1 action 120 ft Instand 2d8+1d6 + VS
 Notes:d8 Damage Type: 1 Acid, 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Poison, 7 Psychic, 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
Ray of Sickness 1 action 60 ft Instand 2d8 + VS
 Notes:Con save, On a failed save, it is also poisoned until the end of your next turn.
Tasha's Caustic Brew 1 action Self (30-foot line) Concentration, up to 1 minute 2d4 + VSM
 Notes:ach creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature
Armor of Agathys 1 action 1 hour 5 VSM
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
Misty Step 1 bonus action Self Instand v
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Darkness 1 action 60 ft Concentration, up to 10 minutes
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
Cures: Veliar the curse eater.
Wein und Cursed items. Wein 1 mal einen monat. 2 Cursed item bis in einem Tag.
+Investigastion in Misthaven.

Features & Traits
-A light crossbow and 20 bolts
-An arcane focus
-Two daggers
-A light with a dark candle that never runs out and that ignites with a green fire
-A monster hunters pack:
-A chest with three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil
-A crowbar, a hammer
-A 2 tinderbox and 13 torches.
-Common clothes
-Explorer's Pack:
  • a bedroll, a mess kit,
  • -10 days of rations, and a waterskin
    -50 feet hempen rope
    -Gem Worth 50GP
    -Rod of Retribution
    -Jurnal of Cult leader

    Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 450, Platinum: 0 Money
    Armor:
    -None
    Weapons:
    -Daggers, darts, slings, quarterstaffs, light crossbows

    Languages
    -Common, Abyssal, Celestial and Infernal.

    Languages & Proficiencies
    I expect danger around every corner. I dont talk about the thing that torments me. Id rather not burden others with my curse.

    Personality Traits
    Im a monster that destroys other monsters, and anything else that gets in my way.

    Ideals
    Theres evil in me, I can feel it. It must never be set free.

    Bonds
    I have a spirits that no one else can see. It follows me and shapeshifts in realistic and unrealistic shapes I feel no compassion for the dead. Theyre the lucky ones.

    Flaws
    Harrowing Event: Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.

    Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

    Shadow Sorcerer Quirks: You are always icy cold to the touch, You barely bleed, even when badly injured.
    Eyes of the Dark: You have darkvision with a range of 120 feet.

    Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Font of Magic
    Metamagic: Twinned Spell, Quickened Spell

    Tentacle of the Deep:At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

    When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

    Gift of the Sea:Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
    As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .
    You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    Rod of Retribution: This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
    When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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