Remove these ads. Join the Worldbuilders Guild

Caesar Blackwood

1 Level (0/300 XP for level-up) Haunted One Background Human (Hollow One) Race / Species / Heritage Alignment
Warlock
Level 0
Hit Dice: 0/0
1d8+3 Class 1

STR
16
+3
DEX
10
+0
CON
16
+3
INT
14
+2
WIS
16
+3
CHA
17
+3
11
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+3 Deception CHA
+2 History INT
+3 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
sickle +5 STR 1d4+3 slashing
 light
dagger +5 STR 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

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.

Hollow One
As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits.

  • Ageless. You don't age, and effects that would cause you to age don't work on you.

  • Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

  • Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

  • Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

  • Form of Dread
    At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

    You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.
  • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Features & Traits
    leather armor
    a sickle
    a second sickle
    two daggers

    arcane focus, monster hunter's pack, scholar's pack, common clothes, mummified raven claw

    Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 0, Platinum: 0 Money
    raaa
    Spellcasting
    common, elvish, abyssal, goblin

    light armor, simple weapons,

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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.

    Level 0 Spells

    PHB

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    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.
    At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    Class(es): Warlock

    PHB

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).

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

    Level 1 Spells

    PHB

    Illusory Script

    1-level Illusion

    Casting Time 1 Minute
    Range Touch
    Duration 10 Days
    Components S, M
    Materials a lead-based ink worth at least 10 gp, which the spell consumes

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.

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

    PHB

    Protection From Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to Ten Minutes
    Components holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

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


    Created by

    gxxberkit.

    Statblock Type

    Character Sheet (latest)

    Link/Embed