Hawthorn
Level 1 (0/300 XP for level-up)
Background Wayfarer
Size Medium
Species Aashimar
Warlock
Level 1
Hit dice 1/1
1d8-1

STR 11
+0
STR save: +0
DEX 16
+3
DEX save: +6
CON 8
-1
CON save: -2
INT 10
+0
INT save: +0
WIS 18
+4
WIS save: +12
CHA 18
+4
CHA save: +12

Initiative (DEX)
+6
Speed
30ft
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Leather
Hit Points
7 / 7
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
CHA
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Sickle +4 STR 1d4 Slashing
  Properties: Light, Nick
Dagger +7 STR 1d4+3 Piercing
  Properties: Light, Nick, Thrown, Finesse
Dagger +7 STR 1d4+3 Piercing
  Properties: Light, Nick, Thrown, Finesse
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather 14
Skills
P/E Bonus Skill Abi
+6 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+8 Deception CHA
+0 History INT
+12 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
+8 Medicine WIS
+4 Nature INT
+8 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+10 Stealth DEX
+8 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast
+6
1 action 120ft Instantaneous 1d10+4 V/S 1
Light
+6
1 action T/20ft 1 Hour V/M
 Notes:   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell (DEX14)
Prestidigitation
+6
1 action 10ft 1 Hour V/S
 Notes:   Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Light
+6
1 action T/20ft 1 Hour V/M
 Notes:   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell (DEX14)
Find Familiar
+6
1 action 10 ft Instantaneous V/S/M
 Notes:   Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Hellish Rebuke
+6
1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself 60ft Instantaneous 2d10+4 VS
 Notes:   The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Tasha's Hideous Laughter
+6
1 action 30ft Concentration, up to 1 minute WIS14
 Notes:   One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents

Thieves' Tools, Celestial, Common


Defenses - Necrotic, Radiant



Spellcasting

3 Cantrips , 2 from Class , 1 from Race






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

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