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Nillion Scaldpaw

Tabaxi Race
Orde (Lineage of Coin) Origin
Warlock (Lunar) 1 Class & Level
Neutral Good Alignment
Falaael Deity
The Mages Guild Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 17
+3
Total Hit Dice
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+3 Deception
+2 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+2 Nature
+2 Perception
+3 Performance
+5 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
10
Hit Points
+3
Initiative
30
Speed
Staff[1d20][1d6]
Dagger (thrown)[1d20+3][1d4]
Ranged Spell Attack[1d20+3]
Attacks
Persuasion (Lineage of Coin)
History( Lip Service - Falaael)
Perception (Tabaxi)
Stealth (Tabaxi)
Arcana (Warlock)
Nature (Warlock)
Artisians Tools - Cartographers Kit- He charts the stars in the sky
--Languages--
Common
Elvish
Proficiences
---cantrip---
True Strike- You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Light- You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Sacred Flame- Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Mage Hand- A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Eldritch Blast- A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

----1st----
Guiding Bolt- A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sleep- This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting
Leather Armor
(2) Daggers
Staff
Scholars pack
Arcane Focus
3x healing Potions

Taltaken Mask-whenever you hard cast a damaging cantrip, deal 1 additional point of damage with that cantrip.
Equipment
The Mages Guild
Faction
The Mad Man
Stat Array
+1 CHA (Orde)
+1 CHA, +2 DEX (Race)
- Darkvision You have a cat's keen senses, especially in the dark. 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.
- Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • - At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.
    - (LoC) Stars Domain-Your character level counts as your cleric level for the purposes of this channel divinity. Clerics cannot use this origin to change their Turn Undead channel divinity effect.
    Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Mr Amp.

    Statblock Type

    Verum Character Sheet

    Link/Embed