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Squeaky
Level 4
Background Charlatan
Size Medium
Species Half-Elf
Warlock
Level 4
Hit dice 4/4
1d8+0

STR 11
+0
STR save: +0
DEX 18
+4
DEX save: +6
CON 11
+0
CON save: +0
INT 14
+2
INT save: +2
WIS 14
+2
WIS save: +2
CHA 22
+6
CHA save: +8

Initiative (DEX)
+4
Speed
30 feet
Heroic Inspiration
Armor Class (AC)
14
Hit Points
23 / 23
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
CHA
Abi Mod
+6
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Sickle +2 STR 1d4 Slashing
 Light
Dagger +2 STR 1d4 Piercing
 Finesse, light, thrown (range 20/60)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+8 Deception CHA
+2 History INT
+2 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+8
Action 120 feet Instantaneuos 1d10 V, S
+8
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 55, Platinum: 0
Treasure and Equipment
Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, Forgery Kit, Costume, Fine Clothes,
Proficiencies, Languages, and Talents
Armor: Light
Weapons: Simple
Tools: Forgery Kit
Languages: Common, Elvish
Features & Traits

Half-Elf Traits


Darkvision. Thanks to your elf blood, 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Warlock - Fiend Patron

Teleknesis Feat


Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.

Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.
Spellcasting

Pact Magic


Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.

Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
Backstory
Rielle wanted to be a doctor. Unfortunately, her father had other plans. A clown curse passed down to first born as a deal for power. Rielle, however, made a diffent deal...
Adventuring Motivation
Breaking the curse on her clown nose.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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Created by

kukzwald.

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