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Jamis

2 Level (610/900 XP for level-up) Smuggler Background Tortle Race / Species / Heritage Alignment
Warlock of the Undead
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
15
+2
DEX
7
-2
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
16
+3
18
Hit Points
-2
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
-2 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
-2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+3 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+1 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +2 STR 1d8+2 Piercing
 Ammunition (range 80/320), loading, two-handed
Claws +2 STR 1d4+2 Slashing
 Your 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 bludgeoning damage normal for an unarmed strike.
Scythe +2 STR 1d8+2 Slashing
 Reach This weapon adds 5 feet to your reach when you attack with it, two-handedCleave. When you make a melee weapon attack on your turn with this weapon, you can choose to target two creatures within your reach with a mighty cleave. This attack uses the same attack roll for each target and deals slashing damage equal to 1d6 + your Strength modifier to the first target, and 1d6 slashing damage to the second target. Any bonus damage or other effects only apply to the first target hit.
Dagger +2 STR 1d4+2 Piercing
 Finesse, light, thrown (range 20/60) Skewer. When you make a melee or thrown weapon attack on your turn with this weapon against a large or smaller creature, you can make a strike with great force, sticking your weapon into a creature. If the attack hits, it deals its normal damage, and the weapon remains stuck in the creature until you remove it or a creature makes a DC 15 medicine check.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +5 1 Action 120 ft Instantaneous 1d10 V, S
 Notes: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. 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.
Druidcraft 1 Action 30 ft V, S
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Prestidigitation 1 Action 10ft 1 Hour V, S
 Notes:This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Friends 1 Action Self 1 Minute S, M *
 Notes:For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Minor Illusion 1 Action 30 ft (5 ft *) 1 Minute S, M *
 Notes:You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. * - (a bit of fleece)
Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.

Age
Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Alignment
Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.

Size
Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Claws
Your 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 bludgeoning damage normal for an unarmed strike.

Hold Breath
You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Shell Defense
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct
You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Tortle Magic
You know the Druidcraft and Prestidigitation cantrips.

At 3rd level you learn the Goodberry and Purify Food and Drink spells. You can cast these spells a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

At 5th level, you learn the Locate Animals or Plants and Warding Wind spells. You can cast both these spells once per long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

Form of Dread
1st-level Undead feature

You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Features & Traits
a light crossbow and 20 bolts
a component pouch
a dungeoneer’s pack:
a backpack
a crowbar
a hammer
10 pitons
10 torches
a tinderbox
10 days of rations
a waterskin
50 feet of hempen rope
Leather armor, any simple weapon, and two daggers

Scythe

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 70, Platinum: 0 Money
Pact Casters regain their expended Mana Points when they finish a Short or Long Rest.

Warlock Each Level gives you a Pact Caster Level.

The Mana Points allow a Warlock to Cast Spells at lower Spell Levels, allowing it a better management of its resources.

You can expend a number of Mana Points to create a Spell Slot of a specific Level and use it immediately to Cast one of your Spells. Your Spellcaster or Pact Caster Level determines the maximum Level of Spell Slot you can create.



https://www.worldanvil.com/w/the-primordial-isles-mcskwezme/a/mana-points-article
Spellcasting
You can speak, read, and write Aquan and Common.

Languages & Proficiencies
River of Shadows. Your riverboat accidentally slipped through the veil into the realm of souls for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.

Nothing rattles me; I have a lie for every occasion.

Daring I am most happy when risking everything. (Any)

I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.

Personality Traits
I tend to assess my relationships in terms of profit and loss.

Flaws
1st-Level Feat
Prerequisite: The ability to cast at least one spell
Repeatable: No

You have learned to channel your magic through a deck of playing cards, granting you these benefits:

Card Focus. You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Card Tricks. You learn the prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use prestidigitation in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.

Hidden Ace. When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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