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Khemit Quasul

Warlock 2 Class & Level
Noble Background
Dragonborn (Brass) Race
Chaotic Good Alignment

Strength 17
+3
Dexterity 13
+1
constitution 15
+2
intelligence 12
+1
wisdom 1
-5
charisma 19
+4
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+1 Arcana
+3 Athletics
+4 Deception
+3 History
+1 Insight
+6 Intimidation
+3 Investigation
+1 Medicine
+1 Nature
+1 Perception
+4 Performance
+6 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
12
Armor Class
17
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Spear 1d20+5 1d6+3 piercing. Thrown (range 20/60), Versatile 1d8+3 .
Mace 1d20+5 1d6+3 bludgeoning. Thrown (range 20/60), Versatile 1d8+3 .
Daggers x2 1d20+5 1d4+3 piercing. Finesse, light, thrown (range 20/60).
Eldritch Blast 1d20+6 1d10+4 force. Range 120'. Verbal, somatic.
Sword Burstdex save 14 1d6 force. Each creature within 5' of me. Verbal.
Attacks
LANGUAGES: Common, Draconic, Dwarvish.

ARMOR: Light.

WEAPONS: Simple.

TOOLS: Three-Dragon Ante set.
Proficiences
Spellcasting Ability: Charisma. Spell Attack: +6. Save DC 14.

CANTRIPS:
Eldritch Blast
Sword Burst


LEVEL 1 (2):
Hellish Rebuke
Hex
Burning Hands

Spellcasting
Arcane Focus (Orb). Clothes (Fine). Signet Ring. A scrolll of pedigree. Pouch (1/5 cubic foot or 6 pounds). Backpack (1 cubic foot or 30 lbs). Crowbar. Hammer. Pitons x10. Torches x10. Tinderbox. Rations (1 day) x10. Waterskin. 50' hempen rope. Leather Armor. Spear. Mace. Daggers x2.
Equipment
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Personality Traits
Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Ideals
My loyalty to my sovereign is unwavering.
Bonds
I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Flaws
POSITION OF PRIVILEGE:
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you ad avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

OTHER WORLDLY PATRON: The Fiend.
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of ali things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

EXPANDED SPELL LIST
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: burning hands, command
2nd: blindness/deafness, scorching ray
3rd: fireball, stinking cloud
4th: fire shield, wall of fire
5th: flame strike, hallow

PACT MAGIC
Your arcane research and the magic bestowed on you by your patron have given you facilily with spells.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell Attack Modifier= your proficiency bonus + your Charisma modifier.
You can use an arcane focus as a spellcasting focus for your warlock spells.

DARK ONE'S BLESSING
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

ELDRITCH INVOCATIONS
Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit (included in attacks).

Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD

Pouch

Adventuring Gear Common

A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries.   A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.   Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign.

Skill Proficiencies History, Persuasion
Tool Proficiencies One type of gaming set
Languages One of your choice
Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Features

Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.  

Variant: Knight

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion (This person could be your bond).  

Variant Feature: Retainer

If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Suggested Characteristics

Nobles are born and raised to a very different lifestyle that most people never experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

Traits

1d8 Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.

Ideal

1d6 Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Evil)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bond

1d6 Bond
1I will face any challenge to win the approval of my family.
2My house’s alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.

Flaw

1d6 Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237 SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

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.

Class(es): Warlock

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

PHB, page 250 SRD

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock

Player's Handbook, Page 251

Hex

1-level Enchantment

Casting Time 1 bonus action
Range 90ft
Duration Concentration, Up to 1 hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

SRD

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .

Class(es): Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MadMaxwellP216.

Statblock Type

Character Sheet (Legacy)

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