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'''Languages.''' Common, High-Speech | '''Languages.''' Common, High-Speech | ||
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'''Armor.''' Light Armor | '''Armor.''' Light Armor | ||
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'''Weapons.''' Simple Weapons | '''Weapons.''' Simple Weapons | ||
'''Tools.''' Thieve's Tools, Dragon-Chess | <br> | ||
'''Tools.''' Thieve's Tools, Dragon-Chess | |||
== Features == | == Features == |
Revision as of 12:42, 11 August 2022
Nowhere
Class: Warlock | Subclass: The Fiend |
Race: Tiefling | Alignment: Lawful Evil |
Background: Criminal | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 13 | Initiative Bonus: +0 |
Max HP: 9 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Eldritch Blast | Ranged, 120ft | 1d20+6 | N/A | 1d10 Force Damage | N/A |
Chill Touch | Ranged, 60ft | 1d20+6 | N/A | 1d8 Necrotic Damage | Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you. |
Light Crossbow | Ranged, 80/320ft | 1d20+2 | 1 Bolt | 1d8 Piercing Damage | N/A |
Dagger | Melee, Thrown 20/60ft | 1d20+3 | N/A | 1d4+1 Piercing Damage | After attacking with a dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage. |
Club | Melee | 1d20+3 | N/A | 1d4+1 Bludgeoning Damage | After attacking with a dagger, you can attack again with the club, however you only deal 1d4 Bludgeoning damage. |
Name | Range | Saving Throw | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Hellish Rebuke | 60ft, when damage is taken | DC14 Dex | Level 1 Spell Slot | 2d10 Fire Damage, half if successful Save | N/A |
Magnify Gravity | 60ft, 10ft-Radius Sphere | DC14 Strength | Level 1 Spell Slot | 2d8 Force Damage | Target's speed halved |
Stats
Strength: +1 (12) | Dexterity: 0 (11) | Constitution: +1 (13) |
Intelligence: +3 (17) | Wisdom: 0 (11) | Charisma: +4 (18) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+1) | No | +1 |
Dexterity (0) | No | +0 |
Constitution (+1) | No | +1 |
Intelligence (+3) | No | +3 |
Wisdom (0) | Yes (+2) | +2 |
Charisma (+4) | Yes (+2) | +6 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (0) | No | +0 |
Animal Handling | Wisdom (0) | No | +0 |
Arcana | Intelligence (+3) | No | +3 |
Athletics | Strength (+1) | No | +1 |
Deception | Charisma (+4) | Yes (+2) | +6 |
History | Intelligence (+3) | No | +3 |
Insight | Wisdom (0) | No | +0 |
Intimidation | Charisma (+4) | No | +4 |
Investigation | Intelligence (+3) | No | +3 |
Medicine | Wisdom (0) | No | +0 |
Nature | Intelligence (+3) | No | +3 |
Perception | Wisdom (0) | Yes (+2) | +2 |
Performance | Charisma (+4) | No | +4 |
Persuasion | Charisma (+4) | No | +4 |
Religion | Intelligence (+3) | No | +3 |
Sleight of Hand | Dexterity (0) | Yes (+2) | +2 |
Stealth | Dexterity (0) | Yes (+2) | +2 |
Survival | Wisdom (0) | No | +0 |
Proficiencies
Languages. Common, High-Speech
Armor. Light Armor
Weapons. Simple Weapons
Tools. Thieve's Tools, Dragon-Chess
Features
Warlock Features
Draw on Power. Twice per Long Rest, you can use an Action to regain all expended Spell Slots.
The Fiend Features
Dark One’s Blessing. When you kill a creature, you gain temporary hit points (Temp HP) equal to your Charisma modifier (+4) plus your warlock level (1), total: 5.
Tiefling Features
Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light
Hellish Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.
Criminal Feature
Criminal Contact. You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10.
Spells
1 Level 1 Spell Slot
Cantrips
Level: Cantrip | Casting Time: 1 Action | Necromancy |
Range: 120ft | Duration: 1 Round | Components: VS |
Choose a creature within 120ft of you and make a Ranged Spell Attack (1d20+6). On a hit, the target takes 1d8 Necrotic Damage and can't heal until the start of your next turn.
If you hit an Undead creature, it has Disadvantage (roll 2d20, taking the lower result) on attack rolls against you until the end of your next turn.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). On a hit, the target takes 1d10 Force Damage.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
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.
Level 1
Level: 1 | Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) | Evocation |
Range: 60ft | Duration: Instant | Components: VS |
When a creature within 60ft of you deals damage to you, you can use your Reaction to force them to make a DC14 Dexterity Saving Throw. Roll 2d10, if the target fails the Save, it takes Fire Damage equal to your roll, if it succeeds it takes half that damage, rounded down.
Level: 1 | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: 1 Round | Components: VS |
Using your Action, you choose a point within 60ft of you. Each creature within a 10ft radius sphere of that point makes a DC 14 Constitution Saving Throw. Roll 2d8, on a failed Save, a creature takes Force Damage equal to the roll and its speed is halved until the end of its next turn. On a successful Save, the creature takes half that damage, rounded down and its speed isn't reduced.
Until the start of your next turn, In order to pick up an object that isn't being worn or carried, a creature must make a DC14 Strength check to pick up or move the object.