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Ellie (Elibyn) the Half-Elf

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Transcript

Ellie (Elibyn) the Half-Elf

Stats

Strength 10
  • Saving Throw +0
  • Athletics +0

Level: 3 Armor Class: 14 Max Hit Points: 24 Max Hit Dice: 3d8

Dexterity 16
  • Saving Throw +3
  • Acrobatics +3
  • Sleight of Hand +3
  • Stealth
Wisdom 14
  • Saving Throw +4
  • Animal Handling +2
  • Insight +2
  • Medicine +2
  • Perception +4
  • Survival +2
Class: Warlock
Constitution 13
  • Saving Throw +1
Background: Haunted One
Species: Half-Elf
Intelligence 12
  • Saving Throw +1
  • Arcana +3
  • History +1
  • Investigation +3
  • Nature +1
  • Religion +1
Subclass: Fiend Patron
Charisma 18
  • Saving Throw +6
  • Deception +6
  • Intimidation +6
  • Performance +4
  • Persuasion +4
Initiative: +3
Speed: 35 Feet
Passive Perception: ?
Size: Medium
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Table of Contents

  • Stats
  • Equipment Training & Proficiencies
  • Weapons & Damage Cantrips
  • Class Features
  • Species Traits
  • Feats
  • Cantrips & Prepared Spells
  • Appearance
  • Backstory & Personality
  • Languages
  • Equipment
  • Coins

Equipment Training & Proficiencies

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Weapons & Damage Cantrips

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Class Features

Level 3 Proficiency Bonus: +2
  • Eldritch Invocations
  • Pact Magic
  • Magical Cunning
  • Warlock Subclass: Fiend Patron
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Eldritch Blast

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Source: Player's Handbook Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Cantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

1d10 Force Damage

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Toll the Dead

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. 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.
Source: Player's Handbook Necromancy Cantrip: (Cleric, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Cantrip Upgrade: The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

1d8 or 1d12 Necrotic Damage

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Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites: If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations: Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table. You can’t pick the same invocation more than once unless its description says otherwise.

Pact of the Chain
Mask of Many Faces
Fiendish Vigor
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Pact of the Chain

Source: Player's Handbook You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Find Familiar
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Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. 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.

Find Familiar

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Mask of Many Faces

Source: Player's Handbook Prerequisite: Level 2+ Warlock You can cast Disguise Self without expending a spell slot. Disguise Self Casting Time: 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. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
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Fiendish Vigor

False Life Source: Player's Handbook Level 1 Necromancy (Artificer, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Source: Player's Handbook Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
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Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description. Cantrips: You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table. Spell Slots: The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Pact Magic Continued➡️
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Pact Magic Continued

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3. If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you. Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level. Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells. Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

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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.
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Warlock Subclass: Fiend Patron

All Cantrips & Prepared Spell

Cantrips:
  • Eldritch Blast
  • Toll the Dead
  • Friends*
  • Spells:
  • Witch Bolt
  • Hold Person
  • Hex
  • Misty Step
  • Disguise Self (W/O Spell Slot)
  • False Life (W/O Spell Slot)
  • Detect Magic
  • Command
  • Burning Hands
  • Scorching Ray
  • Suggestion
  • Find Familiar

All Cantrips & Prepared Spell

Cantrips:
  • Eldritch Blast
  • Toll the Dead
  • Friends*
  • Spells:
  • Witch Bolt
  • Hold Person
  • Hex
  • Misty Step
  • Disguise Self (W/O Spell Slot)
  • False Life (W/O Spell Slot)
  • Detect Magic
  • Command
  • Burning Hands
  • Scorching Ray
  • Suggestion
  • Find Familiar