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Lord Lothar Cruxibel

Warlock 1 Class & Level
Outlander Background
Tiefling Race
Lawful Evil Alignment

Strength 8
-1
Dexterity 10
+0
constitution 12
+1
intelligence 14
+2
wisdom 14
+2
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+0 Dexterity
+1 Constitution
+2 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+4 Arcana
+1 Athletics
+5 Deception
+2 History
+2 Insight
+3 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+3 Performance
+3 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
11
Armor Class
9
Hit Points
+0
Initiative
30ft
Speed
WeaponAttackDamage
SickleMelee: 1d20+1 1d4-1 slashing; light
Hand axeMelee: 1d20+1 1d6-1 slashing; light, thrown (range 20/60)
DaggerMelee or Ranged: 1d20+2 1d4+0 piercing ; finesse, light, thrown (range 20/60)
Attacks
Skills: arcana, deception, athletics, survival

Saving Throws: wisdom and charisma

Weapons: simple weapons

Armors: light armor

Tools:

Languages: common, infernal
Proficiences
Spell save DC = 8 + proficiency bonus + charisma modifier

Spell attack modifier = proficiency bonus + charisma modifier
Spellcasting
Sickle, hand axe, daggers (2), arcane focus, scholar's pack, leather armor, soul-bound accordion, 120 gp
Equipment
Wanderer, pilgrim
Personality Traits
Darkvision, fire resistance, dark one's blessings
Features & Traits

Heroes Enabled

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

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

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 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


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deceplion, Hislory, !nlimidalion, Invesligalion, Nalure, and Religion

Class Features

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.  

Eldritch Invocation

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   AGONIZING BLAST Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   ARMOR OF SHADOWS You can cast mage armor on yourself at will, without expending a spell slot or material components   ASCENDANT STEP Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.   BEAST SPEECH You can cast speak with animaIs at will, without expending a spell slot.   BEGUILING INFLUENCE You gain proficiency in the Deception and Persuasion skills.   BEWITCHING WHISPERS Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.   BOOK OF ANCIENT SECRETS Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classes spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.   CHAINS OF CARCERI Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.   DEVIL'S SIGHT You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   DREADFUL WORD Prerequisite: 7th level You can't do so again until you finish a long rest.   ELDRITCH SIGHT You can cast detect magic at will, without expending a spell slot.   Eldritch Spear Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feel.   Eyes of the Rune Keeper You can read all writing.   FIENDISH VIGOR You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   GAZE OF TWO MINDS You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   LIFE DRINKER Prerequisite: 12th level, Pact of The Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot   MASTER OF MYRIAD FORMS Prerequisile: 15th level You can cast alter self at will, without expending a spell slot   MINIONS OF CHAOS Prerequisite: 9th level You can cast conjure elemental once using a warIock spell slot. You can't do so again until you finish a long rest.   MIRE THE MIND Prerequisite: 5th level You can cast slow once using a warIock spell slot. You can't do so again until you finish a long rest.   MISTY VISIONS You can cast silent image at wilI, without expending a spell slot or material components.   ONE WITH SHADOWS Prerequisite: 5th level 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.   OTHERWORLDLY LEAP Prerequisite: 9th level You can cast jump on yourself at wiII, without expending a spell slot or material components.   REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.   SCULPTOR OF FLESH Prerequisite: 7th level You can cast polymorph once using a warIock spell slot. You can't do so again until you finish a long rest.   SIGN OF ILL OMEN Prerequisite: 5th level You can cast bestow curse once using a warIock spell slot. You can't do so again until you finish a long rest.   THIEF OF FIVE FATES You can cast bane once using a warIock spell slot. You can't do so again until YOII finish a long rest.   THIRSTING BLADE Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.   VISIONS OF DISTANT REALMS Prerequisite: 15th level You can cast arcane eye at wilI, without expending a spell slot.   VOICE OF THE CHAIN MASTER Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   WHISPERS OF THE GRAVE Prerequisite: 9th level You can cast speak with dead at wilI, without expending a spell slot.   WITCH SIGHT Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.  

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms:   Imp, pseudo dragon, quasit, or sprite.   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.  

Pact of the Blade

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo 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,   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou 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 l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space  

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. [f you lose your Book of Shadows, you can perform a l.hour ceremony to receive a replacement from your patrono This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.  

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher level, you gain more warlock spells of your choice that can be cast in this way: one 7th.level spell at 13th level, one 8th.level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all our expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

• (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) a component pouch or (b) an arcane focus   • (a) a scholar's pack or (b) a dungeoneer's pack   • Leather armor, any simple weapon, and two daggers


Spellcasting

Cantrips

You know two cantrips of your choice from the warlock spelllisl. You learn additional warlock cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier= your proficiency bonus + your Charisma modifier  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two Isl-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the lable's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

Sworn to the Archfey

Archfey Spells

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
 

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Beguiling Defense

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.  

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of YOU.It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.  

Sworn to the Celestial

Celestial Space

Spell Level Spells
1st guiding bolt, cure wounds
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration
 

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.  

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.  

Sworn to the Fiend

Fiend Spells

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
 

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).  

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.  

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. ]f the target is not a fiend, it takes 1d10 psychic damage as it reels from its horrific experience.   Once you use this feature, you can't use it again until you finish a long rest.  

Sworn to the Gorgon

Gorgon Spells

Spell Level Spells
1st color spray, hideous laughter
2nd see invisibility, blindness/deafness
3rd meld into stone, stinking cloud
4th resilient sphere, stoneskin
5th geas, cloudkill
 

Stheno's Fury

At 1st level, the withering power of the immortal Gorgons—which corrodes body, spirit, and being—infuses your magic with supernatural toxin. Whenever you cast a spell that deals poison damage, creatures with poison resistance are damaged as if they did not have resistance, and creatures that are immune to poison damage have resistance to it instead.   Additionally, you learn the poison spray cantrip, and you may add your Charisma modifier to damage dealt by poison spray. It counts as a warlock cantrip for you, and does not count against your cantrips known.  

Servants of Euryale

Starting at 6th level, a swarm of poisonous snakes comes to serve you. These are fey creatures that coil around your upper arms and neck, and weave themselves through your hair. While the snakes are with you, you gain blindsense to a range of 10 feet, and have advantage on initiative rolls in rounds for which you are surprised. Also, the snakes around your body give you a fearsome mein, which gives you advantage on intimidate checks, but disadvantage on all other charisma checks.   While perched on your body, the snakes can’t be targeted by any attack or other harmful effect, only you can cast spells on them, they can’t take damage, and they are effectively incapacitated. As an action, you can temporarily dismiss the snakes, which disappear into a pocket dimension to await your use of an action to summon them again.   Additionally, beginning at 6th level, you may apply any invocation thatimpacts the eldritch blast cantrip to the poison spray cantrip instead; however, this ability does not let you add your Charisma modifier multiple times to damage dealt by poison spray.  

Medusa's Consort

At 10th level, you become immune to petrification, and you gain resistance to poison damage.  

Terrible Beauty

At 14th level, you can use your gaze to afflict one creature you can see with flesh to stone—as per the spell, except on a successful saving throw they still take 5d10 poison damage. After you have used this ability, you may not use it again until you have completed a long rest.  

Sworn to the Mad One

Mad One Spells

Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, evard's black tentacles
5th dominate person, telekinesis
 

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.  

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell lvlInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Stealth
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp    

Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.  
Dice 1d10 Origin
1Forester
2Trapper
3Homesteader
4Guide
5Exile or outcast
6Bounty hunter
7Pilgrim
8Tribal nomad
9Hunter-gatherer
10Tribal marauder
 

Features

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.  

Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.  

Traits

Dice 1d8 Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wolves.

Ideal

Dice 1d6 Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Evil)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Dice 1d6 Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the evildoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.

Flaw

Dice 1d6 Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other races, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase Intelligence +1, Charisma +2
Size Medium
Speed Your base walking speed is 30 feet.

Orphans of the stars; Tieflings are descended from ancient humans who, in their profane curiosity, managed to communicate with the stars themselves and somehow managed to copulate with the obscure beings who came after.   Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their profane heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colours—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red or purple. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.   Lacking a homeland, and considered demons by most of the Waning Land’s races, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. There is no way of knowing what exactly happened all those aeons ago when Tieflings were first birthed into the world, those few scattered records and verbal accounts which speak of it come tainted by the ravages of time upon the collected memory since, all were certainly derived millennia—at the very least—after the events first took place. There was, perhaps, a clan, or an empire, or a kingdom of humans who worshipped, studied or basked in the celestial light, and managed in their prayer, art or sorcery to gain to attention of something which should never have been able to see them. The truth of the matter, I am afraid to say, seems as if it will forever be lost to us, as so much is in this age of decay; however what can be said is each Tiefling is an orphan in their own right, shunned by humanity and abandoned by the stars. All Tiefling are alone in a way the other races fail to understand, and all feel an implacable, essential yearning when the gaze up at the night sky and see the oddly familiar patterns of the cosmos sprawled across the heavens.  

Traits:

  Age. Tieflings mature at the same rate as humans but live a few years longer.   Size. Tieflings are about the same size and build as humans. Your size is Medium.   Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.   Fire Resistance. You have resistance to fire damage.   Profane Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.   Languages. You can speak, read, and write Common.

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Level 0 Spells

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration Up to a minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

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Created by

merlintheindian.

Statblock Type

Character Sheet (Legacy)

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