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Milgram

CHARACTER NAME

Fighter 1/__ Warlock

Sage

Nathan

CLASS & LEVEL

BACKGROUND

PLAYER NAME

Fallen Aasimar

Lawful Neutral

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

STRENGTH

16

ARMOR
CLASS

PROFICIENCY BONUS

INITIATIVE

SPEED
PERSONALITY TRAITS

+3
DEXTERITY

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

-1
CONSTITUTION

Hit Point Maximum

SAVING THROWS

16

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

WISDOM

Investigation (Int)

10

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

+3
INTELLIGENCE

8
-1

CHARISMA

16
+3

CURRENT HIT POINTS

IDEALS

TEMPORARY HIT POINTS

BONDS

Total

SUCCESSES

1d10/__d8

FAILURES

HIT DICE

NAME

DEATH SAVES

ATK BONUS DAMAGE/TYPE


Dark One's Blessing: Starting at 1st level, when you reduce a
hostile creature to 0 hit points, you gain temporary hit points
equal to your charisma modifier + your warlock level.
Agonizing Blast: When you cast eldritch blast, add your
Charisma modifier to the damage it deals on a hit.
Devil's Sight: You can see normally in darkness, both magical
and nonmagical, to a distance of 120 feet.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die
for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The weapon must have
the two-handed or versatile property for you to gain this benefit.
Resilience Con: Proficiency with Con saves
Second Wind: You have a limited well of stamina that you can
draw on to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your fighter
level. Once you use this feature, you must finish a short rest or
long rest before you can use it again.

SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common, Celestial, and


Infernal

FLAWS

SP

Necrotic Shroud. Starting at 3rd level, you can use your action to
unleash the divine energy within yourself, causing your eyes to
turn into pools of darkness and two skeletal, ghostly, flightless
wings to sprout from your back. The instant you transform, other
creatures within 10 feet of you that can see you must each
succeed on a Charisma saving throw (DC 8 + your proficiency
bonus + your Charisma modifier) or become frightened of you
until the end of your next turn. Your transformation lasts for 1
minute or until you end it as a bonus action. During it, once on
each of your turns, you can deal extra necrotic damage to one
target when you deal damage to it with an attack or a spell. The
extra necrotic damage equals your level. Once you use this trait,
you can't use it again until you finish a long rest.
Celestial Resistance. You have resistance to necrotic damage
and radiant damage.
Healing Hands. As an action, you can touch a creature and
cause it to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until you finish a
long rest.

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

Milgram
CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Warlock
SPELLCASTING
ABILITY

SPELLCASTING
CLASS

CANTRIPS

SPELL SAVE DC

Green-Flame Blade

Eldritch Blast

SPELL
LEVEL

SLOTS TOTAL

SLOTS EXPENDED

1
PR

ED

EPAR

Burning Hands

Hex

Hellish Rebuke

SPELL NAME

SPELLS KNOWN

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELL ATTACK
BONUS

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