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Forgelock

2 Level (0/900 XP for level-up) Haunted One Background Warforged Race / Species / Heritage Alignment
Warlock
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
11
+0
DEX
11
+0
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
16
+3
19
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Spell Slots
1 / 1
Hexblade's Curse
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+5 Deception CHA
+1 History INT
+1 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 CHA 1d4 piercing
 Finesse, Light, Thrown (20/60 ft.)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green Flame Blade
Eldritch Blast
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
-You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
-You don't need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
-You gain a +1 bonus to Armor Class.
-You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
-While you live, the armor incorporated into your body can't be removed against your will.

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.

Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.

Hex Warrior. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Eldritch Invocations. In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Mask of Many Faces. You can cast disguise self at will, without expending a spell slot.
Fiendish Vigor. You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Features & Traits
An arcane focus, a dungeoneer's pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope), leather armor, two handaxes, two daggers, Monster hunter's pack (a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, 3 torches), a set of common clothes, one trinket of special significance,

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spellcasting
Common, any choice, any choice, choose one of the following Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon

Simple weapons, Martial weapons

Light armor, Medium armor, Shields

One tool proficiency of your choice


Languages & Proficiencies


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

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


Created by

SirGizmo.

Statblock Type

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