joke smith

7 Level (0/34000 XP for level-up) Background dragon Race / Species / Heritage Alignment
warlock
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
17
+3
DEX
13
+1
CON
13
+1
INT
15
+2
WIS
19
+4
CHA
20
+5
45
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+1 Constitution
+2 Intelligence
+7 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+8 Deception CHA
+2 History INT
+4 Insight WIS
+8 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+4 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
spear +6 STR 1d6+3 piercing
 Thrown, versatile (1d8)
H cross bow +6 STR 1d10+3 piercing
 Ammunition (range 100/400), heavy, loading, two-handed
breath +4 DEX Lightning
 5 by 30 ft. line (DEX save). Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
eldritch blast
 Notes:Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
toll the dead
 Notes:Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
chill touch
 Notes:Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
vicous mockery reaction only
 Notes:Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
disguise self 1 action
 Notes:Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
invisibility
 Notes:Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Level 3 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
counter spell
 Notes:Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used

armor:
weapon: pact
pack: scholars
focus: arcane (mask)



VISAGE OF THE OLD WAYS: cant be targeted by scrying or divination spells. ability checks to discern your identity is a minimum 25 dc. dark vision up to 60ft you can see through smoke areas normally.



Unbreakable arrow: This arrow can't be broken, except when it is within an Antimagic Field.



ring of mind reading: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.


You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.


If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money

Armor: Light armor
Weapons: Simple weapons
Tools: None
languages: common, draconic, elvish


resistance: lightning




Languages & Proficiencies

LEVEL 3: KILLING JOKE You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can take a Reaction to cast Vicious Mockery on that creature. You can use this Reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

LEVEL 6: JESTER’S JAPES By calling down an aspect of the Great Fool, you can curse your foes. As a Magic action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice). Flower Spurt. You spray a strange liquid at the creature’s eyes, giving it the Blinded condition. Clown Shoes. The creature’s feet or similar appendages grow to awkwardly exaggerated proportions. The creature's Speed is halved, and it has Disadvantage on ability checks and saving throws that rely on Dexterity. Honk Honk. The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can’t benefit from the Invisible condition. Jolly Arms. Any weapon or Unarmed Strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and Unarmed Strikes. The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

FOOLISH PERSONAS: Many Warlocks of the Great Fool adopt a signature aesthetic and performance style that best represents their folly. The Foolish Personas table offers archetypes of fools with suggestions for corresponding outfits and routines. 1d6 Persona 1 The Harlequin. An elegant outfit of diamond motley with a painted mask—performs dances, gives eloquent speeches, and plays tricks 2 The Jester. A two-toned, checkered motley outfit with cap and bells—favors feats of acrobatics, tumbling, and juggling 3 The Joker. A vibrant, colorful suit with wild hair and bowler hat—favors silly jokes, slapstick comedy, and clumsy self-deprecation 4 The Mime. A striped, black-and-white shirt with a flat cap and red suspenders—pantomimes comical scenarios without speaking 5 The Sad Clown. A monochromatic, one-piece outfit with pointed hat and puffball buttons— utilizes melodramatic melancholy and song 6 The Tramp. A patch-covered coat, tattered scarf, scuffed shoes, and cigar—leverages sardonic wit, insults, and mocking observations



Pact Boon: 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.

pact weapon: 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.

Improved Pact Weapon: Pact of the Blade feature You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Thirsting Blade Source: Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Mask of Many Faces Source: Player's Handbook You can cast disguise self at will, without expending a spell slot.

one with shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

feat dragon wings: You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity.

feat dragon hide: You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:



  • Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.



Personality Traits


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