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GINO - Judith Ehrenwert

6 Level (6500/23000 XP for level-up) Hermit Background Variant Human Race / Species / Heritage Lawful Neutral Alignment
Warlock
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
6
-2
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
20
+5
51
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-2 Athletics STR
+5 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+5 Medicine WIS
+4 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+9 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Handaxe -2 STR 1d6-2 Slashing
 Light, Thrown
Attacks

Spell Book

Leather, Dagger, Dagger, Dagger, Handaxe, Backpack, Blanket, Clothes Common, Herbalism Kit, Rod, Crowbar, Hammer, Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Common, Giant, Infernal

Languages & Proficiencies
There is no greater oath sworn than that of a leader promising to protect their people--they must abide by that creed and calling so long as they hold power. (Lawful)

Ideals
My isolation gave me great insight into a great evil that only I can destroy.

Bonds
I harbor bloodthirsty thoughts that my isolation and meditation failed to quell.

Flaws
Judith is of average height, with light-tone brown hair that drops in bangs on her forehead and rolls back just to shoulder-length. Her pale-grey eyes have an intense stare. She is pale of skin but light-rosy cheeks, and a stark beauty mark below her left eye (a new feature following newfound faith). She wears traditional rural clothes, plain fabric but with intricate detailing that is handsewn. She wears a cloak trimmed with grey-white fur, fastened with two onyx stones set in silver. She stands straight and firm, with slow and silent movement of her head or arms. Her speech is deliberate and terse, and her jaw is often clenched.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. 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.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level (3d8), and 17th level 4d8 .
Available for: Sorcerer, Warlock, Wizard

SRD

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to one minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic 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 moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: up to one hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Arms of Hadar

1-level Conjuration

Casting Time: 1 action
Range/Area: self (10 foot radius)
Components: VS
Duration: instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Warlock

Level 2 Spells

SRD

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VM
Materials: Bat fur and a drop of pitch, or piece of coal, or focus
Duration: Concentration, up to 10 minutes
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.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

SRD

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

SRD

Hunger of Hadar

3-level Conjuration

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: A pickled octopus tentacle, or focus
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Available for: Warlock

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

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