Nowhere: Difference between revisions
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| Armor Class (AC): 13 || Initiative Bonus: +0 | | Armor Class (AC): 13 || Initiative Bonus: +0 | ||
|- | |- | ||
| Max HP: | | Max HP: 15 || Speed: 30ft | ||
|} | |} | ||
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! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes | ! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes | ||
|- | |- | ||
| Eldritch Blast || Ranged, 120ft || 1d20+6 || N/A || 1d10 Force Damage || N/A | | Eldritch Blast, Ranged || Ranged, 120ft || 1d20+6 || N/A || 1d10 Force Damage || N/A | ||
|- | |||
| Eldritch Blast, Melee || Melee || 1d20+6 || N/A || 1d12 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. | | 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. | ||
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| Light Crossbow || Ranged, 80/320ft || 1d20+2 || 1 Bolt || 1d8 Piercing Damage || N/A | | 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 or club, you can use a Bonus Action to attack again with the dagger, however you only deal 1d4 Piercing damage. | | Dagger || Melee, Thrown 20/60ft || 1d20+3 || N/A || 1d4+1 Piercing Damage || After attacking with a dagger, handaxe, or club, you can use a Bonus Action to 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, handaxe, or club, you can use a Bonus Action to attack again with the club, however you only deal 1d4 Bludgeoning damage. | |||
|- | |- | ||
| | | Handaxe || Melee, Thrown (20/60) || 1d20+3 || N/A || 1d6+1 Slashing Damage || After attacking with a dagger, handaxe, or club, you can use a Bonus Action to attack again with the handaxe, however you only deal 1d6 Slashing damage. | ||
|} | |} | ||
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|- | |- | ||
| Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 1 Spell Slot || 2d8 Force Damage || Target's speed halved | | Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 1 Spell Slot || 2d8 Force Damage || Target's speed halved | ||
|- | |||
| War Horn || 15ft-radius Sphere || DC(1d20+1) Constitution || N/A || N/A || All creatures who fail become Deafened for one minute and can repeat the save at the end of their turn to end the effect. If a creature fails by 5 or more, they fall Prone. | |||
|} | |} | ||
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=== The Fiend Features === | === 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 ( | '''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 (2), total: 6. | ||
=== Eldritch Invocations === | |||
'''Eldritch Strike.''' You can attack as a melee attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft range. | |||
'''Mask of Many Faces.''' As an Action, you cast the Disguise Self spell, which is briefly detailed below. "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can change your height by 1 foot, and change your build and body shape. You cannot change your body form, such as limb arrangement. The changes made by this spell are not real and physical object pass through them. A creature can make an DC 14 Intelligence (Investigation) check to determine if the illusion is fake. | |||
=== Tiefling Features === | === Tiefling Features === | ||
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== Spells == | == Spells == | ||
2 Level 1 Spell Slots | |||
=== Cantrips === | === Cantrips === | ||
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=== Level 1 === | === Level 1 === | ||
{| class="wikitable" | |||
|+ Disguise Self (Does not use spell slots) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion | |||
|- | |||
| Range: Self || Duration: 1 Hour || Components: VS | |||
|} | |||
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. | |||
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. | |||
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Hellish Rebuke | |+ Hellish Rebuke |
Revision as of 15:35, 17 August 2022
Nowhere
Class: Warlock, Level 2 | 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: 15 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Eldritch Blast, Ranged | Ranged, 120ft | 1d20+6 | N/A | 1d10 Force Damage | N/A |
Eldritch Blast, Melee | Melee | 1d20+6 | N/A | 1d12 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, handaxe, or club, you can use a Bonus Action to 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, handaxe, or club, you can use a Bonus Action to attack again with the club, however you only deal 1d4 Bludgeoning damage. |
Handaxe | Melee, Thrown (20/60) | 1d20+3 | N/A | 1d6+1 Slashing Damage | After attacking with a dagger, handaxe, or club, you can use a Bonus Action to attack again with the handaxe, however you only deal 1d6 Slashing 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 |
War Horn | 15ft-radius Sphere | DC(1d20+1) Constitution | N/A | N/A | All creatures who fail become Deafened for one minute and can repeat the save at the end of their turn to end the effect. If a creature fails by 5 or more, they fall Prone. |
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 (2), total: 6.
Eldritch Invocations
Eldritch Strike. You can attack as a melee attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft range.
Mask of Many Faces. As an Action, you cast the Disguise Self spell, which is briefly detailed below. "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can change your height by 1 foot, and change your build and body shape. You cannot change your body form, such as limb arrangement. The changes made by this spell are not real and physical object pass through them. A creature can make an DC 14 Intelligence (Investigation) check to determine if the illusion is fake.
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
2 Level 1 Spell Slots
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 Action (Ritual) | Illusion |
Range: Self | Duration: 1 Hour | Components: VS |
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 10 Minutes (Concentration) | Components: VSM (holy water or powdered silver and iron, which the spell consumes) |
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.