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Sean Butwain
Level 1 (0/300 XP for level-up)
Background Scholar of the Forbidden
Size Medium
Species Human
Illrigger
Level 1
Hit dice 1/1
1d8+3

STR 20
+5
STR save: +5
DEX 11
+0
DEX save: +0
CON 16
+3
CON save: +5
INT 14
+2
INT save: +2
WIS 13
+1
WIS save: +1
CHA 14
+2
CHA save: +4

Initiative (DEX)
+0
Speed
30 ft.
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
10
Hit Points
11 / 11
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
CHA
Abi Mod
+2
Save DC
12
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +5 STR 1+5
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+1 Insight WIS
+4 Intimidation CHA
+4 Investigation INT
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast
+4
Action 120 feet Instantaneous 1d10 V, S
 Notes:   You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Eye Burn
+4
Reaction, which you take when a creature you can see within range targets you with an attack 30 feet 1 round V, S, M (a smear of camphor)
 Notes:   You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Hex
+4
Bonus Action 90 feet Concentration, up to 1 hour V, S, M (the petrified eye of a newt)
 Notes:   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 roll. 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 take a Bonus Action on a later turn to curse a new creature.
Bane
+4
Action 30 feet Concentration, up to 1 minute V, S, M (a drop of blood)
 Notes:   Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Expendable Pack (A backpack, a flashlight, a comm set, an igniter, 10 days of rations) and an Expendable Diver Suit.
Proficiencies, Languages, and Talents
Armor Training: Light armor, medium armor, shields
Weapon Training: Simple weapons, martial weapons
Tool Proficiency: Calligrapher’s Supplies
Languages: Common, Deep Speech, Infernal, Abyssal, Primordial
Features & Traits

Class


Baleful Interdict. You can place one of your seals on a creature within 30 feet of you either with an attack (no action required) or with a Bonus Action. A creature with one or more Seal on it is considered an Interdicted Creature.
You can only place a limited amount of Seals in correlation with your Seal resource (top of your character sheet).
When an Interdicted creature dies you can move all Seal placed on them to another creature with a Bonus Action.
Burning Seals. When an Interdicted creature takes damage from any source but your Seals you may choose to burn any amount of Seals, doing 1d6 fire or necrotic damage per Seal burned. This requires no Action and the Seals disappear once burnt.

Species


Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Feats
CULT INITIATE
Two Cantrips. You learn two cantrips of your choice from the Warlock spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose the ability when you select this feat).
Level 1 Spell. Choose a level 1 spell from the Warlock spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast the spell using any spell slots you have.
DREAD SPEECH
Eldritch Word. As a Bonus Action, you can speak a magical word aloud to force a creature within 60 feet of yourself to make a Wisdom saving throw (DC = 8 plus your Proficiency Bonus and Intelligence, Wisdom, or Charisma modifier; choose the ability when you select this feat). On a failed save, the target has the Frightened condition until the start of your next turn. You can use this benefit safely once, and you regain the ability to do so when you finish a Short or Long Rest. You can use it again before resting, but you take 1d6 Necrotic damage, which can’t be reduced or prevented in any way.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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D&Bean.

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Character

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