Madelynn
Level 9 (0/64000 XP for level-up)
Background Sailor
Size Medium
Species Human
Subclass Fiend Patron
Level 9
Hit dice 9/9
1d8+1

STR 8
-1
STR save: -1
DEX 16
+3
DEX save: +3
CON 13
+1
CON save: +1
INT 11
+0
INT save: +0
WIS 11
+0
WIS save: +4
CHA 20
+5
CHA save: +9

Initiative (DEX)
+3
Speed
30
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Hit Points
74 / 74
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+9
Ability
CHA
Abi Mod
+5
Save DC
17
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Longsword +7 CHA 1d10 Slashing
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+7 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+9 Deception CHA
+0 History INT
+0 Insight WIS
+9 Intimidation CHA
+0 Investigation INT
+0 Medicine WIS
+0 Nature INT
+4 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+9
120 ft 1d10
 Notes:   Two beams at lvl 5, three beams at lvl 11, four beams at lvl 17.
+9
Self 1d12
 Notes:   Poison dmg, plus 1d12 at lvl 5, 11 & 17
+9
 Notes:   The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

Level 5 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
+9
Instantaneous
 Notes:   Bonus action, teleport up to 30 feet to an unoccupied space you can see
+9
up to 1min Concentration 2d12
 Notes:   Lightning damage, initial damage increases by 1d12 per spell lvl, on subsequent turns,take Bonus Action to deal 1d12 Lightning dmg to target automatically, even if first attack missed
+9
up to 1min Concentration
 Notes:   shares your Initiative count, takes its turn immediately after yours, use Aberrant Spirit statblock
+9
60ft 2d10
 Notes:   creature that damaged you takes Fire damage on failed save or half on successful, + 1d10 per spell lvl
+9
Instantaneous 60ft
 Notes:   You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
+9
150ft Concentration 2d6
 Notes:   20-foot-radius Sphere of Darkness, Difficult Terrain + be blinded. start turn: 2d6 Cold damage, end turn: succeed on a dex save or take 2d6 Acid damage. increases by 1d6 for each spell slot level above 3
+9
up to 1min 120ft Concentration 2x 2d10
 Notes:   10-foot-radius, 40-foot-high Cylinder: be blinded & deafened & can't spellcast verbally. On appearance make con save; 2d10 Radiant damage and 2d10 Thunder on fail, or half on save. Also on entering/ending turn but only once per turn. increase by 1d10 for each spell slot level above 5.
+9
120ft 8d6
 Notes:   Each creature in 20-foot-radius Sphere INT save; 8d6 on fail, half on save. fail: muddled thoughts for 1min, -1d6 from all attack rolls + ability checksand CON saves for concentration. Must make INT save at the end of each of its turns
+9
up to 1min 30ft Concentration
 Notes:   creature that you can see within range must succeed CHA saveo r be transported to demiplane for max 1min. + 1 creature for each spell level above 4.
+9
120ft
 Notes:   creature, object, or magical effect in range. Any ongoing spell of </= level 3 on target ends. level 4 spells or higher: ability check with spellcasting ability (CHA) (DC 10 plus that spell's level). Upcast: automatically end spell on target if spell level is equal/less than my spell lvl
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: , Platinum: 0
Bastions
Treasure and Equipment
Features & Traits
Magical Cunning (lvl2): Regain extended spell slots (max half of total). Once per long rest. (1min Ritual)
Dark One's Blessing (lvl3): Gain temp HP when me/someone within 10ft reduces enemy to 0 HP. Temp HP: CHA Mod + Level (5+9=14).
Fiend Spells under Spellcasting
Ability Score Improvement at: Level 4/8/12/16
Dark One's Own Luck (lvl6): 1d10 to add to Ability Check or Saving Throw. After seeing roll, before result. CHA Mod (5)/Day, once per long rest.
Contact Patron (lvl9): Always have Contact Other Plane prepared. Once per long rest.
Eldritch Invocations (7):
Pact of the Blade: Bonus Action: conjure pact weapon/create bond with weapon. Prof. on weapon, use CHA mod for ATK/DMG rolls. Choose between necrotic/psychic/radiant/normal dmg type. Bond ends when weapon 5ft away for >1min or death.
Agonizing Blast (1x): Eldritch Blast + CHA Mod (5) to DMG roll
Eldritch Mind: Adv. on CON saves for Concentration
Thirsting Blade: Extra Attack for pact weapon
Armor of Shadows: Mage Armor w/o using spell slot
Eldritch Smite: on hit with pact weapon, add 1d8 + 1d8 per spell lvl force dmg to target. Can make target prone if huge or smaller. Once per turn, use 1 spell slot.
Lifedrinker: on hit with pact weapon, add extra 1d6 necrotic/psychic/radiant dmg to creature. Use one Hit Dice (roll + con mod). Once per turn.
Spellcasting
Test
Always Prepared
Notes
patron
spells always prepared
background/alignment
proficiency/languages
treasure/money/inventory
bastion


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

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