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Olivier Nightshade
Level 4
Background Scholar
Size Medium
Species Human
Warlock
Subclass Archfey
Level 3
Hit dice 3/3
1d8+4
Sorcerer
Subclass Lunar
Level 1
Hit dice 1/1
1d6+4

STR 8
-1
STR save: -2
DEX 16
+3
DEX save: +6
CON 18
+4
CON save: +8
INT 12
+1
INT save: +2
WIS 14
+2
WIS save: +8
CHA 19
+4
CHA save: +12

Initiative (DEX)
+3
Speed
30/60/-
Heroic Inspiration
Armor Class (AC)
16
Studded Leather Armor
Hit Points
36 / 36
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
CHA
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX d4+3 Piercing
  Finesse, Light, Thrown (Range: 20/60)
Dagger +5 DEX d4+3 Piercing
  Finesse, Light, Thrown (Range: 20/60)
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Studded Leather Armor 15
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+6 Deception CHA
+1 History INT
+4 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+2 Medicine WIS
+3 Nature INT
+4 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+6
Action 120 feet Instantaneous 1d10+4 VS
 Notes:   The spell creates two beams at level 5, three beams at level 11, and four beams at level 17
+6
Action 60 feet Instantaneous 1d8 VS
 Notes:   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.
+6
Action 120 feet Instantaneous 1d8 VS
 Notes:   If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage.
+6
Action 60 feet Instantaneous 1d6 V
 Notes:   The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
+6
Action 10 feet Up to 1 hour VS
 Notes:   Sensory Effect, Fire Play, Clean or Soil, Minor Sensation, Magic Mark, Minor Creation
+6
Action 10 feet Concentration 1 minute SM
 Notes:   The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
+6
Action 30 feet Instantaneous VS
 Notes:   Weather Sensor, Bloom, Sensory Effect, Fire Play
+6
Action 60 feet Instantaneous 1d8 VS
 Notes:   On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Hex
+6
Bonus Action 90 feet Concentration 1 hour 1d6 VSM
 Notes:    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 take a Bonus Action on a later turn to curse a new creature.
+6
Action Self Instantaneous 2d6 VS
 Notes:   Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
+6
90 feet 90 feet Instantaneous 3d8 VSM
 Notes:   If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. ; A diamond worth 50+ GP
+6
Reaction 60 feet Instantaneous V
 Notes:   he triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range, now it has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute.
+6
1 hour or Ritual 10 feet Instantaneous VSM 1
 Notes:   When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.; Burning incense worth 10+ GP
+6
Action Self 10 minutes VS
 Notes:   For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
+6
Action 60 feet Concentration, up to 1 minute 2d12 VSM
 Notes:   On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
+6
Action 60 feet Concentration, up to 1 minute VS
 Notes:   For the duration, objects and affected creatures (Dexterity saving throw) shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
+6
Action 60 feet Concentration, up to 1 minute VSM
 Notes:   Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Level 2 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
+6
Action Self Instantaneous 2d6 + VS
 Notes:   Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
+6
90 feet 90 feet Instantaneous 3d8 + VSM
 Notes:   If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. ; A diamond worth 50+ GP
+6
Action 60 feet Concentration, up to 1 minute 2d12 + VSM
 Notes:   On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
+6
Action 60 feet Concentration, up to 10 minutes VSM
 Notes:   One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration.
+6
Action 30 feet 1 hour VSM
 Notes:   Up to ten willing creatures of your choice within range gain this ability for the duration.
+6
Bonus Action Self 30 feet V
 Notes:   You teleport up to 30 feet to an unoccupied space you can see.
+6
Action 60 feet Concentration, up to 1 minute VS
 Notes:   Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw.
+6
Action 60 feet Concentration, up to 1 minute 2d8 VSM
 Notes:   The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration.
+6
Action 60 feet Concentration, up to 10 minutes VM
 Notes:   For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Money
Copper: 18, Silver: 23, Electrum: 0, Gold: 570, Platinum: 0
Treasure and Equipment

Shiftweave


Ćwiekowana skórzana zbroja


Książka - Niezwykła Fauna & Flora Faerunu


Perfumy


Mooncloak

WONDROUS ITEM UNCOMMON

ARMOR CLASS
+1
SAVING THROW
+1
SPELLS
WATER WALK; LEVITATE
[P][/P] Requires Attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak. Additionally, you learn the spells water walk & levitate. You can use an action to cast one of these spells. Once the cloak has been used to cast a spell, it can't be used to cast that spell again until the next moonrise. The spells use your spellcasting ability and spell save DC.


 
Cost: 2500gp



Proficiencies, Languages, and Talents

Proficiencies:


Simple weapons & Light Armour


Forgery kit & Pan flute


Languages:


Common & Elven




Features & Traits

Pact Magic


Spellcasting


Innate Sorcery


Magical Cunning


Pact of the Chain


Agonizing Blast - Eldritch Blast


Lessons of the First Ones - Magic Initiate


Steps of the Fey





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

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Created by

Pryma.

Statblock Type

Character

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