Iroth Alrir

5 Level (0/14000 XP for level-up) Criminal Background White Dragonborn Race / Species / Heritage Chaotic Evil Alignment
Warlock
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
16
+3
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
11
+0
CHA
17
+3
36
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+6 Deception CHA
+0 History INT
+0 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +3 STR 1d8+3 Slashing
 Versatile (1d10)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast 1 action 120 ft Instantaneous 1d10 VS
 Notes:A beam of crackling energy streaks toward a creature within range. Force dmg + 2 beams
Booming Blade 1 action Self (5ft Radius) 1 round 2d6 SM
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 2d8 thunder damage, and the spell ends.
Green-Flame Blade 1 action Self (5ft Radius) Instantaneous SM
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier + an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Armor of Agathys 1 action Self 1 hour VSM
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
Arms of Hadar 1 action Self (10 ft radius) Instantaneous 2d6 VS
 Notes:You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness 1 action 60 ft Concentration, up to 10 minutes VM
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Cloud of Daggers 1 action 60 ft Concentration, up to 1 minute VSM
 Notes:You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. +++ 2d4 per higher lvl

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hunger of Hadar 1 action 150 ft Concentration, up to 1 minute VSM
 Notes:You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Vampiric Touch 1 action Self Concentration, up to 1 minute VS
 Notes:The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. +++ 1d6 per lvl
Language - Common, Draconic
Crime Speciality - Hired Killer
Criminal - Know everyone who can send messages for me
White Dragonborn - Cold Damage 5x30ft. line/15ft. cone DEX SAVE - 8 + con mod + prof ~ 3d6F , half S dmg

Cold resistance
Awakened Mind - Telepathically speak 30ft ~ Don't need to share a language, they just must understand one


Pact of the Blade


  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
    You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

    Features & Traits
    Arcane Focus - Rotting Wooden Crown

    Crowbar - 1d4 Bludgeoning damage
    Dark common clothes + hood

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Invocations Known - 3
    Spellcasting
    Armor:Light armor
    Weapons: Simple weapons
    Tool Proficiencies: Cards, thieves' tools

    Languages & Proficiencies
    I don't pay attention to the risks in a situation. Never tell me the odds.
    The best way to get me to do something is to tell me I can't do it.

    Personality Traits
    Greed. I will do whatever it takes to become wealthy. (Evil)

    Ideals
    I'm trying to pay off an old debt I owe to a generous benefactor.
    My ill-gotten gains go to support my family.

    Bonds
    I turn tail and run when things look bad.
    I have a "tell" that reveals when I'm lying.

    Flaws
    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.

    Eldritch Smite - Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

    Invocations


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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    Created by

    impawssible.

    Statblock Type

    Character Sheet (2020)

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