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Hyacinth

5 Level (0/14000 XP for level-up) Witch's Pet Background Catlio (Witch's Cat) Race / Species / Heritage Neutral Alignment
Barbarian
Level 5
Hit Dice: 4/5
1d12+5 Class 1
Warlock (Hag)
Level 0
Hit Dice: 0/0
1d+5 Class 2

STR
20
+5
DEX
12
+1
CON
20
+5
INT
11
+0
WIS
8
-1
CHA
10
+0
112
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
9
Passive Perception
2 / 3
Rage
2 / 2
Magical Madness
1 / 1
Witch Bolt
1 / 10
Hag Stack
Spellcasting ...
+8 Attack mod
CON Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+1 Dexterity
+8 Constitution
+0 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+0 Deception CHA
+0 History INT
-1 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+3 Nature INT
-1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cat Claw +8 STR 1d6+5 slashing
Maul +8 STR 2d6+5 bludgeoning
 heavy, two-handed
Dagger +8 STR 1d4+5 piercing
  finesse, light, thrown (20/60 ft.)
Wind Slicer +8 STR 2d6+5 slashing
  Special, two-handed
Javelin +8 STR 1d6+5 piercing
 thrown (30/120 ft.)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Tasha's Otherworldy Guise +8 1 Minute Concentration VSM
 Notes:Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). Spectral wings appear on your back, giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Catlio Movement: Swim speed equal to walk speed

Black Witch Cat Feature: Once per long rest you may cast Witch Bolt using your INT mod as the spellcasting ability. You also have proficiency with Brewing Tools & Alchemy Supplies.

Cat Claw: Your claws are natural weapons, which you can use to make unarmed strikes either using your Strength or Dexerity. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength or Dexerity modifier, instead of the bludgeoning damage normal for an unarmed strike.

9 lives, 1 Life: When you are reduced to 0 hit points and would either die outright or fail your death saves, you can choose to drop to 1 hit point instead. However, once you have used this feature 8 times and have not long rested, you must make a DC 18 Constitution saving throw. On a failed save, you lose the ability to use this feature until you are targeted by a Greater Restoration spell or a Wish spell. On a successful save, you can continue to use this feature, but the saving throw DC increases by 2 each time you use it again. The DC resets to 10 after a long rest.

Cat's Sleep: If you are targeted by the Catnap spell, you can choose to gain the benefits of a long rest instead of a short rest. You can use this feature once per day, resetting at dawn.

Catnips Blessing: As a bonus action, you can choose to change into your humanoid form or vice versa, this increases your size to medium, and your movement speed increases by 5ft. You can choose the appearance and decide whether you show your cat limbs or not.

A Witches Homebrew
You are a pet of a powerful witch that is the direct daughter of baba yaga; the mother of all witches & warlocks.

During a long rest, you can choose to create potions equal to your proficiency modifier. The ingredients are taken from Melba Malvrana's unlimited stash. You can make any potion as long as you have the level prerequisite for the rarity;

1st | Common
3rd | Uncommon
6th | Rare
10th | Very Rare
14th | Legendary
20th | Artefact

The potions last until your next long rest before expiring into a Basic Poison (vial).

Addtionally, the energy of witchhood has somewhat affected your rage, whenever you would rage you gain the effects of Tasha's Otherworldly Guise. You still need to make concentration checks, and the spellcasting for this spell uses your constitution.


Level 1: Rage
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage
You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells
You can't maintain Concentration, and you can't cast spells.

Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Hag Warlock Feature
Magical Madness
As a bonus action, you can activate your hag form and choose which form to take for 1 minute; you gain benefits which are determined by the form you choose. While in this form, you know all your expanded spells and they do not count towards your max known spells.

Sea - You gain a swim speed of 40ft and become Amphibious. You can use your action to touch a creature within 5ft of your, they must make a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 13 hours. While a creature is frightened of you

Forest - You gain the Mimicry feature, and as an action you can turn yourself invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, and you can be tracked only by magic. Any equipment you wear or carrying is invisible along with you.

Night - You gain the Magic Resistance feature, and you undergo the effects of the blink spell. When you or an ally you can see reduces a creature to 0 hit points you can use your reaction to turn the body into a black soul gem, the gems last even after Magical Madness has ended and can be used to heal you like a basic healing potion as an action.

You can end magical madness early as a bonus action, you can use this feature equal to your Prof mod.

Hag's Curse
At the end of your Magical Madness feature, roll a CHA save DC 10. If a fail then you gain 1 hag stack, at hag stacks equal to 10 you will become a true hag (This is not a controllable creature). The DC increases by 5 each time you use this feature and resets back to 10 on a long rest. All hag stacks will reset after 1 week of not gaining any.

Reckless Attack
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Danger Sense
You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Primal Knowledge
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

3rd Level Subclass: Path of Roses (Void subclass)
Thorns of The World
All save DCs from this subclass use your Constitution modifier. (8+prof+CON) When you activate your rage, roll a d13. Depending on your roll will depend on which plane of the world you connect with and gain effects based on the colour, a rose will appear on your body (The physical appearance of this form is up to you):

All effects end when your rage ends.

6th Level: A Rose, A Choice
When you roll for a rose on your Thorns of the world feature you can choose to reroll but must choose one of either rolled. While in your rose form, you can expend a rage to switch to another rolled rose.

10th level: Blessings on Those Who Follow
Your resistances from your rose turn into immunity, any 1st level spells from the roses are upcasted to 2nd level.

14th level: Petals of Creation
Once per long rest, you can choose 2 roses when you rage instead of rolling. Once you activate your rage, choose any creature of your choice within 30ft of you, they gain damage resistances/conditions that you have immunity to.


Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Fast Movement
Your speed increases by 10 feet while you aren't wearing Heavy armor.

Features & Traits
Explorer's Pack:
[a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope]

Dagger
Maul
Javelin x4
Wind Slicer, the Moon Crescent Blade (from Melba Malvrana's Armory)

Ring of Mind shielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Ring of Frozen Collossus
Ring (large so more like a girdle) - Ring of Frozen Colossus (Belt Ring Rare) Grants the wearer a +1 to AC, and Once per short rest, the wearer can use the ring as a bonus action to create an aura of cold (10-foot radius) for 1 minute. Creatures in the aura take 1d6 cold damage at the start of their turn (save DC 14 to resist).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Tasha's Otherworldly Guise

Level 6 Transmutation
Casting Time: Bonus action
Range: Self
Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Spellcasting
Languages: Common, Thieves Cant, Necrospeak

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Tools: Brewing, Alchemy Supplies

Languages & Proficiencies
Mostly friendly, but might be a little rude.
Acrophobia

Activates killer instinct/murderous intent for “rage”

Is bad with other people's personal space. Will get snippy about his own

Will knock things over

Likes: fulfilling requests for his mistress, hunting weird creatures, cute/bubbly idol music performances

Dislikes: winged creatures, the smell of alcohol, shoes

Favorite food: Halfing Lung Pate

Least favorite food: Bittermelon

Personality Traits
Rose Forms
1. Red Rose - You gain resistance to Acid Damage, and can cast Entangle as a bonus action on your turns.
2. White Rose - You gain resistance to Necrotic Damage, and can cast Inflict Wounds as a bonus action on your turns.
3. Blue Rose - You gain immunity to non-magical bludgeoning, slashing, and piercing and can cast Heroism as a bonus action once per rage.
4. Brown Rose - You gain resistance to Lightning Damage, and you can cast Thunderwave as a bonus action on your turns.
5. Orange Rose - You gain resistance to Fire Damage, and you can cast Burning Hands as a bonus action on your turns.
6. Turquoise Rose - You gain resistance to Cold Damage, and you can cast Chaos Bolt as a bonus action on your turns.
7. Green Rose - You gain resistance to Thunder Damage, You can cast Compelled Duel as a bonus action on your turns.
8. Black Rose - You gain resistance to Fire damage, you can cast Hellish Rebuke as a reaction without spell slots.
9. Lilac Rose - You become immune to magically being put to sleep, and have advantage against being charmed, you can cast Sleep at a level equal to half your barbarian level (Rounded up) once per rage.
10. Purple Rose - You become ethereal at the end of your turn, creatures have disadvantage against you on attack rolls if it is not your turn.
11. Yellow Rose - You become immune to the prone, restrained, and grappled condition, once per turn when you strike a creature with an attack roll you can cause them to make a CON save or have any spell affects or conditions on you transferred to them instead.
12. Pink Rose - You become resistant to Poison Damage, you can cast Animate Dead once per rage and without the use of components. Once your rage ends, the raised creatures will turn hostile.
13. Glass Rose - Roll 2d12 and you gain the benefits of both Roses. If the 2 numbers are the same, then reroll one again until you get a new number.

Notes


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