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Zordic Thar'Grin

3 Level (900/2700 XP for level-up) Sage Background Tiefling Race / Species / Heritage Neutral, Neutral Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
15
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
17
+3
42
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+3 Deception CHA
+3 History INT
+2 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d4+2 Piercing
 Finesse, Light, Thrown, Nick
Dagger +2 DEX 1d4+2 Piercing
 Finesse, Light, Thrown, Nick
Sickle +0 STR 1d4 Slashing
 Light, Nick
Attacks
Leather, Dagger, Dagger, Sickle, Backpack, Book, Orb, Oil, Parchment, Tinderbox, Book, Lamp, Ink Pen, Ink

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
Common, Common Sign Language, Elvish

Languages & Proficiencies


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

Ability Score Increase Cha +2, Int +1
Size Medium
Speed 30 ft.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Hellish Resistance. You have resistance to fire damage.   Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
 

Languages. Common, and Infernal.

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Level 0 Spells

PHB

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

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

Level 1 Spells

PHB

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a cup of water

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Class(es): Warlock, Paladin (Oath of Conquest)

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

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