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Seagold

Seagold (a.k.a. Seabold)

Seagold has spent his life on boats. Working with Pirates, sea merchants, and others to make himself a little coin. During one of his trips across the sea with some Pirates they were shipwrecked in the middle of a large storm. Seagold was the only one to survive as the boat drifted through the waves. The mast and rudder had been damaged leaving him stranded. With no way to steer or repair the boat Seagold called out for help. The one who answered was the Great Cthulhu. Granting him powers beyond his own belief and bringing him to shore. He was captured by a Drow raiding party and imprisoned in the Underdark. While attempting to escape the Underdark he and his companions mysteriously found themselves in the Autumn Forest along side a group of people fighting off a strange pack of monsters.

Physical Description

Special abilities

Damage Immunities: Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered   Shapechanger: Seagold can use its action to Polymorph into a rat-humanoid hybrid or into a Giant Rat, or back into his true form, which is humanoid. His statistics, other than its size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. It reverts to his true form if it dies.   Keen Smell: Seagold has advantage on Wisdom (Perception) checks that rely on smell.

Social

Hobbies & Pets

Seagold has a familiar Imp named Impy McImperson
Year of Birth
269 A.E. 32 Years old
Children
Gender
Male
Eyes
Black
Hair
Blue
Height
6'4"
Weight
235

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Seagold

Warlock - The Great Old One 5 Class & Level
Sailor Background
Bugbear Race
Neutral Alignment

Strength 12
+1
Dexterity 16
+3
constitution 14
+2
intelligence 13
+1
wisdom 7
-2
charisma 16
+3
Total Hit Dice 5
Hit Die 1d8+2
3 proficiency bonus
11 Passive perception
1 Strength
3 Dexterity
2 Constitution
1 Intelligence
1 Wisdom
6 Charisma
saving throws
3 Acrobatics
-2 Animal Handling
1 Arcana
4 Athletics
6 Deception
1 History
-2 Insight
3 Intimidation
4 Investigation
-2 Medicine
1 Nature
1 Perception
3 Performance
3 Persuasion
1 Religion
3 Sleight of Hands
6 Stealth
-2 Survival
skills
16
AC
54
Hit Points
3
Initiative
30ft
Speed
Common, Goblin, Telepathy 30ft
Light Armor, Simple Weapons.
Proficiencies
Sickle: +6 1d20+6 1d4+3 Slashing
Dagger: +6 1d20+6 1d4+3 Piercing Melee or Thrown 20/60ft Attacks
Spellcasting Modifier: Charisma
  • Chill Touch
  • Eldritch Blast
  • Minor Illusion
  • Arms of Hadar
  • Expeditious Retreat
  • Find Familiar
  • Hellish Rebuke
  • Witch Bolt
  • Shatter
  • Suggestion

Spellcasting
Backpack
  • Arcane Focus
  • Cloak of Protection
  • Common Clothes
  • Light Crossbow
  • Crowbar
  • 2x Daggers
  • Hammer
  • Spiked Leather Armor
  • 10x Pitons
  • 10x 1 Day Rations
  • 50ft Hempen Rope
  • 50ft Silk Rope
  • Sickle
  • Tinderbox
  • 10x Torch
  • Waterskin

Equipment
My friends know they can rely on me, no matter what.
Personality Traits
People. I’m committed to my crewmates, not to ideals.
Ideals
I’ll always remember my first ship.
Bonds
Once someone questions my courage, I never back down no matter how dangerous the situation.
Flaws
Racial Features
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.
Long Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Reach is 10ft
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky: You are proficient in the Stealth skill.
Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Background Features
Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Class Features
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.
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, pseudodragon, 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 with its reaction.

Eldritch Invocations
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Features & Traits

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