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Joba

Warlock 15 Class & Level
Urchin Background
Yuan-ti Pureblood Race
neutral evil Alignment

Strength 10
+0
Dexterity 16
+3
constitution 12
+1
intelligence 12
+1
wisdom 10
+0
charisma 20
+5
Total Hit Dice 15
Hit Die
1d8+1
+5 proficiency bonus
+0 Strength
+3 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+10 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+6 Arcana
+0 Athletics
+5 Deception
+1 History
+0 Insight
+5 Intimidation
+6 Investigation
+0 Medicine
+1 Nature
+0 Perception
+5 Performance
+5 Persuasion
+1 Religion
+8 Sleight of Hands
+8 Stealth
+0 Survival
skills Skills: Arcana, Investigation, Sleight of Hand, Stealth   Saving Throws: Wisdom, Charisma   Tools: Disguise kit, thieves' tools proficiencies

 
18
Armor Class
93
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamageRange
Eldritch Blast (x3)1d20+101d10+5 force150
+1 Pact Rapier (extra attack)1d20+91d8+4 piercingm
Light Crossbow1d20+81d6+3 piercing80/320
Daggers (x2, bonus action off-hand no dmg bonus)1d20+81d4+3 piercingm 20/60
Attacks

Innate Spellcasting

Charisma in my spellcasting ability.

Cantrip: poison spray

At will: animal friendship (snakes only), detect magic, invisibility

1/day: suggestion

Pact Magic

Charisma in my spellcasting ability. Spell save DC: 18. Spell attack: +10. Spellcasting Focus: pact of the blade.

Cantrip: eldritch blast, mage hand, mind sliver, thunderclap

5th lvl (3): banishment, blight, contact other plane, counterspell, dispel magic, far step, fireball, hallow, infernal calling, magic circle, stinking cloud, synaptic static, tongues

Mystic Arcanum: circle of death, plane shift, dominate monster
Proficiences

Otherworldly Patron: The Fiend


Dark One's Blessing

When you reduce a hostile creature to 0 HP, you gain temporary HP = Cha mod + warlock lvl.

Eldritch Invocations

  • Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
  • Ghostly Gaze: As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
  • Improved Pact Weapon: You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
  • Shroud of Shadow: You can cast invisibility at will, without expending a spell slot.
  • Thirsting Blade: You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (rapier). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to 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.

Dark One's Own Luck

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

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.

Mystic Arcanum

You can cast each of your arcanum spells once without expending a spell slot. You regain all uses of your Mystic Arcanum when you finish a long rest.

Hurl Through Hell

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. If the target is not a fiend, it takes 10d10 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.
Spellcasting
I ask a lot of questions.
Personality Traits
People. I help the people who help me - that's what keeps us alive.
Ideals
I escaped my life of poverty by robbing an important person, and I'm wanted for it.
Bonds
It's not stealing if I need it more than someone else.
Flaws

Features and Traits

Height: 5' 6"

Weight: 150 lbs.

Darkvision: b&w 60'.

Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Languages: I can speak, read, and write Common, Abyssal, and Draconic.

Poison Immunity: I am immune to poison damage and the poisoned condition.

Magic Resistance: I have advantage on saving throw against spells and other magical effects.

City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Armor: Light & medium armor

Weapons: Simple weapons

Tools: Disguise kit, thieves' tools

Saving Throws: Wisdom, Charisma

Skills: Arcana, Investigation, Sleight of Hand, Stealth

Feats: Moderately Armored

Expanded Spell Lists: burning hands, command, blindness/deafness, scorching ray, fireball, stinking cloud, fire shield, wall of fire, flame strike, hallow

Equipment

A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch of 10 gp.

Dungeoneer's Pack: backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50' hempen rope.

Tools: Thieves' tools

Arms: +1 Adamantine Mithral Half-Plate (immune to crits). Light crossbow & 20 bolts. 2 daggers.

Pearl of Power: While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

MadMaxwellP216.

Statblock Type

Character Sheet (Legacy)

Link/Embed