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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 |