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PT50-033 "Pete"

6 Level (0/23000 XP for level-up) Outlander Background Mutant (humanoid/monstrosity) Race / Species / Heritage Chaotic Neutral Alignment
Warlock (Hexblade)
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Fighter
Level 1
Hit Dice: 1/1
1d+3 Class 2

STR
10
+0
DEX
13
+1
CON
17
+3
INT
10
+0
WIS
10
+0
CHA
17
+3
57
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35 ft (walk/swim)
Speed (walk/run/fly)
6 / 6
Elanpunkte
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+3 Deception CHA
+0 History INT
+0 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Herz +7 CHA 1d8+4 slashing
 Finesse, versatile, Spell Focus
Voltedge +6 CHA 1d8+1d6+3 slashing + lightning
 versatile
Eldritch Blast +7 CHA 1d10+4 force
 Cantrip (V, S), Range 120ft
Attacks

Spell Book

[Background: Outlander]
----------------------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.

[Feats]
--------------------Dual Wielder--------------------
You master fighting with two weapons, gaining the following benefits:
●You gain a +1 bonus to AC while you are wielding a separate melee weapon in each
hand.
●You can use two-weapon fighting even when the one handed melee weapons you are
wielding aren’t light.
●You can draw or stow two one-handed weapons when you would normally be able to
draw or stow only one.

[Elanfähigkeiten]
---------------------Klingenblitz--------------------
• Kosten: 3 Elanpunkte
• Voraussetzungen: Erfolgreicher Nahkampfwaffenangriff gegen eine Kreatur innerhalb deiner Reichweite.
• Beschreibung: Der Nutzer springt blitzartig von Gegner zu Gegner/von Wand zu Wand und versetzt jeder getroffenen Kreatur einen Schlag. Würfle einen d100, um den Erfolg dieser Elanfähigkeit zu bestimmen.
• Erfolgschancen:
30% Misserfolg
40% Erfolg
30% Erfolg PLUS
• Misserfolg: Du fällst nach deinem Angriff hin, erhältst den Zustand Liegend und dein Zug wird beendet.
• Erfolg: Du kannst einen weiteren Nahkampfwaffenangriff auf dieselbe Kreatur durchführen, oder zu einer Kreatur innerhalb von 15 Fuß springen und diese angreifen. Diese Bewegung verursacht keine Gelegenheitsangriffe.
• Erfolg PLUS: Du führst einen zweiten Nahkampfwaffenangriff, wie in „Erfolg“ beschrieben durch und kannst danach, unabhängig vom Erfolg des Angriffes, sofort erneut Klingenblitz einsetzen, ohne dabei Elanpunkte zu verwenden.

[Race: Mutant]
•Hybrid Nature
You have two creature types: humanoid and monstrosity. You can be affected by a game
effect if it works on either of your creature types
•Robust Physiology
You have advantage on saving throws against poison and disease, and you have resistance to poison damage.
•Agile
Your base walking speed increases to 35 feet.
•Born Swimmer
You have a swim speed equal to your walking speed.
•Cold Adaption
You gain resistance to cold damage.
•Extrasensory
You have blindsight up to 30 feet away.
•Gills
You can breathe air and water.
•Heat Adaption
You gain resistance to fire damage.
•Keen Senses
Gain proficiency in the Perception skill and choose one sense (hearing). You gain advantage on Perception rolls that utilize that sense.
•Resilient Mind
You have advantage on saving throws against being charmed, and magic can’t put you to
sleep. You have resistance to psychic damage.
•Slippery
You have advantage on ability checks and saving throws made to escape a grapple.

•Hideous Appearance
You suffer disadvantage on all Charisma ability checks, apart from Charisma
(Intimidation) checks. A proper disguise thwarts the disadvantage until discovered.
•Flesh Hunger
You no longer need to eat, in the traditional sense. Normal food no longer contributes to the food you must eat to avoid exhaustion each day. Instead, you must eat fresh, raw meat, that has been dead for a couple of days at most.
•Sensitive Ears
You have vulnerability to thunder damage.
•Unnatural Allergy
You have a horrible reaction to gold and silver, causing you harm when
you are in contact with it. When you come into direct contact with them you take 1d4 necrotic damage. This damage ignores any damage immunities and resistances you
have. You also take this damage if you start your turn in direct contact with the substance.
Additionally, when in contact with the substance, you suffer extreme pain and have disadvantage on attack rolls and ability checks.

[Class: Hexblade Warlock]
---------------------Pact Magic---------------------
You regain all expended spell slots when you finish a short or long rest.

------------------Hexblade's Curse-----------------
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

---------------------Hex Warrior--------------------
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

----------------Eldritch Invocations---------------
• Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
• Improved Pact Weapon
Prerequisite: Pact of the Blade feature
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.
•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 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. 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.
• You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
• You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You 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 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

[Class: Fighter]
--------------------Fighting Style-------------------
•Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

--------------------Second Wind--------------------
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Features & Traits
---------------------Inventar---------------------
Half-Plate Armor, Bestiarium 2, Alchemielabor, Kochutensilien, Braune Stute, Pferdewagen, Schreibfeder, Tinte, Urkunde ("krasser Ficker"), Teleportrunen für Schmörgel

-------------------------Herz-------------------------
•Attunement
•Spell Focus
•verleiht Elanfähigkeit: Klingenblitz
Ein Artefakt in Form eines blutroten, zwergischen Langschwertes. Es ist Petes Patron, hat eine Persönlichkeit und möchte von ihm, dass er die anderen 6 Zwergenwaffen zerstört.

-----------------------Voltedge----------------------
•Attunement
This split metal sword arcs with electricity between its two halves. Targets hit by the sword take an extra 1d6 lightning damage. As an action, you can focus on the sword to unleash a concentrated electrical beam of lightning in a line 60 feet long and 5 feet wide. Each creature within that line must make a DC 15 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much on a success. Once this property of the sword has been used, it can't be used again until the following dawn.

-----------------Fire Dervish Cloak----------------
•Attunement
This flowing cloak sounds like a crackling fire when you walk in it. The cloak has 5 charges and regains all expended charges each day at dawn. Once per turn, you can replace any amount of your walking movement speed in order to spin in place instead. You can expend a charge for every ten feet of movement you sacrifice in this way as part of your movement, causing the cloak to erupt in an inferno around you as you spin. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 fire damage for every charge you spend in this way. When a creature takes damage from the cloak in this way, that creature can't make opportunity attacks against you for the rest of your turn. The DC for this feature is equal to 8 + your proficiency bonus + your Dexterity modifier.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
*** SPELLS KNOWN ***

[CANTRIPS]
•Eldritch Blast
•Minor Illusion
•Prestidigitation
[1st Level]
•Armor of Agathys
•Hex
[2nd Level]
•Invisibility
[3rd Level]
•Spirit Shroud
•Pulse Wave
•Summon Undead
Spellcasting
[Languages]
Common, Primordial

[Armor]
light, medium, shields

[Weapons]
simple, melee

[Tools]
Kochutensilien (Geselle), Alchemielabor (Geselle)

Languages & Proficiencies
Ich werde von der Wanderlust, dem Entdeckungsdrang und der Neugierde angetrieben.

Personality Traits
Ich will die ganze Welt bereisen und alles Schöne und Schlechte in gleichem Maße sehen.

Ideals
Ich finde alle möglichen Dinge interessant, doch lebendige Wesen faszinieren mich am meisten.

Bonds
Ich verstehe das Prinzip von Gut und Böse nicht so richtig und handele oft aus Impuls. Ich habe kein Problem damit Leben zu beenden, vor allem wenn ich hungrig bin.

Flaws


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