Nowhere: Difference between revisions

1,616 bytes added ,  19:52, 9 August 2022
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== Attacks ==
== Combat ==
 
{| class="wikitable"
|+ Quick Combat Info
|-
| Armor Class (AC): 16 || Initiative Bonus: +2
|-
| Max HP: 11 || Speed: 30ft
|}


{| class="wikitable"
{| class="wikitable"
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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
| Morningstar || Melee || 1d20+5 || N/A || 1d8+3 Bludgeoning Damage || Can attack with two hands, dealing 1d10+3 Bludgeoning Damage instead
|-
|-
| 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 || 1d20+4 || 1 Bolt || 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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|}
|}


== Warlock Features ==
== Stats ==
 
{| class="wikitable"
|+ Ability Scores
|-
| Strength: +1 (12) || Dexterity: 0 (11) || Constitution: +1 (13)
|-
| Intelligence: +3 (17) || Wisdom: 0 (11) || Charisma: +4 (18)
|}
 
{| class="wikitable"
|+ Saving Throws
|-
! 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
|}
 
{| class="wikitable"
|+ Skills
|-
! 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
|}
 
== Features
 
=== Warlock Features ===
'''Draw on Power.''' Twice per Long Rest, you can use an Action to regain all expended Spell Slots.
'''Draw on Power.''' Twice per Long Rest, you can use an Action to regain all expended Spell Slots.


== 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 (1), total: 5.
'''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 ==
=== 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
'''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.
'''Hellish Resistance.''' You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.


== Criminal Feature ==
=== 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.
'''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.