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Vitheen Farrothsie

1 Level (0/300 XP for level-up) Sage Background Yuan-Ti Pureblood Race / Species / Heritage Neutral Evil Alignment
Treant Pact Warlock
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
14
+2
CON
16
+3
INT
16
+3
WIS
14
+2
CHA
19
+4
14
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+4 Deception CHA
+5 History INT
+2 Insight WIS
+4 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Eldtritch Blast +6 CHA 1d10 force
 range 120
Poison Spray +6 CHA 1d12 Poison
 Range 10ft, Con Save DC 13
Attacks

Spell Book

1st Level:
Rampant Growth:
As bonus action, you may charge your next combat action with the fury of nature. The next time to deal damage to a single target, a sproutling grows upon them, and begins to siphon their health. To remove the sprout requires a bonus action. At the start of their turn, they take 1d4 piercing damage, as the roots burrow into their body. Non living creatures take double damage. Should a unit die under the effects of this attack, they Bloom, releasing spores in a 10ft radius, infecting any within the area.










Bane/Blessing
AC minus 1, spell save DC+2










Bodies Fall, Pillars Rise
When reduced 0 HP you are instead reduced to 1 HP instead. For the next minute you deal 2d6 necrotic fire damage. You are also immune to damage during this duration. After the minute duration you fall unconscious.



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 586, Platinum: 0 Money
Calculating, Sinister, Elitist

Personality Traits
Vi'Theen Notes:
Wall markings similar to Golem markings.

Reduct- Current town
Ritua- hometown
Current ruler of Ritua- The Hellking's Lap- Tiefling on good terms with the king of hell.
Name: Tallieth
Kayla: Hero from that town is a lifestream based sorceror.

Vi'theen would likely be wanting to learn more about her. (Kayla) Feat that got her to legendary status- she stopped the continent from sinking, due to the forces of the primordial sea. Tritons, Shahaguin, etc.

Worships the God of Fate.
God of Guides (Fate)-Pathos
Don't got back on your word once you've given it.
Only you can determine a good or bad deal.
There's always more to the deal than meets the eye.
Two of the other pantheons
Durak-God of Deals and Trade
Feasmore- God of Battle

Stenson Parkes-Librarian, Curator of information

Sergal Servie- Quest Giver
Explore the Outlook, made by the Visage

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

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Yuan-ti Pureblood

Ability Score Increase +1 Int, +2 Cha
Size Medium
Speed 30ft

Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.

Purebloods

Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.

Forsaken Humanity



The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.

Serpent Kings of Fallen Empires



The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.Cold of Heart.

Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.

Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.

False Worship



Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Sseth, the Sibilant Death, is the god that sent the Yuan-ti to Deminos, with promises of evolution and exceptional power. They keep to themselves, in small pyramid homes on the outskirts of society. The only reason they remain within the walls is the only way to remain safe from the horrors that constantly batter most life beyond.

Features

Alignment
Purebloods are nearly void of emotion, and see others as tools to manipulate. They care little for chaos or law, and are typically neutral evil.
Age
Yuan-ti Purebloods age and die at the same rate humans do.
Darkvision
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 color in darkness, only shades of gray.
Innate Spellcasting
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Poison Immunity
You are immune to poison damage and the poisoned condition.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.

Languages. Netherese, Abyssal, Draconic

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Level 0 Spells

D&D 5e PHB Page 237

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: This 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

PHB

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 10 feet
Duration Instantaneous
Components V S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Class(es): Druid, Sorcerer, Warlock, Wizard

Saving ThrowConstitution
2d12 Poison Damage

Level 1 Spells

PHB

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

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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, Sorcerer

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): DRUID, RANGER, SORCERER, WIZARD, ARTIFICER

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Bedroll

Adventuring Gear Common

Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

Cost: 1 gp Weight: 7 lb


 
[block: A weightless stone block]
[block: A brass orb etched strange runes]
[block: A set of bone pipes]
[block: A shard of obsidian that always feels warm to the touch]
[block: 2 Short bows]
[block: 5 arrows]

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Ravion.

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