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Madelynn
Level 8 (0/48000 XP for level-up)
Background Sailor
Size Medium
Species Human
Subclass Fiend Patron
Level 8
Hit dice 8/8
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: +3
CHA 20
+5
CHA save: +8

Initiative (DEX)
+3
Speed
30
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
14
Hit Points
68 / 68
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
CHA
Abi Mod
+5
Save DC
16
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
+6 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+8 Deception CHA
+0 History INT
+0 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: , Platinum: 0
Bastions
Treasure and Equipment
Proficiencies, Languages, and Talents
Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Dark One's Blessing
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Invocations:

Dark One's Own Luck
You call on your fiendish patron to alter fate in your favor. When you make an abiltity check or a savin throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

D&D Free Rules (2024)

Tavern Brawler

ORIGIN

You gain the following benefits.   Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.   Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.   Improvised Weaponry. You have proficiency with improvised weapons.   Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.


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

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Created by

squishmallows.

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Character

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