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Barend Loder

Rock Gnome Race
Peakfolk Origin
Warlock 4 Class & Level
Neutral Evil Alignment
Oloken'hai Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 10
+0
constitution 14
+2
intelligence 13
+1
wisdom 11
+0
charisma 18
+4
Total Hit Dice
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+4 Deception
+1 History
+2 Insight
+6 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+0 Perception
+4 Performance
+4 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
10
Armor Class
32
Hit Points
+0
Initiative
25 ft.
Speed
Attacks
Actor (Feat)
Acrobatics Adv
Survival Adv
Con +1
Insight
Religion
Light Armor
Simple Weapons
Scimitar (Pact of Blade)
Proficiences
(Cantrips) Chill Touch, Friends, Prestidigitation

(Spells)Tasha's, Arms of Hadar, Witch Bolt, Charm Person , and Ray of Enfeeblement

(Invocations) Armor of Shadows(AC 13+dex) and Mask of Many Faces
Spellcasting
Component pouch
Leather Armor
pair of daggers
pair of daggers
Scholar's Pack
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Equipment
The Specialist
Stat Array
Small Size
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Peakfolk gives you advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.

Artificer's Lore.

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Languages- Common and Gnomish
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

mistou.

Statblock Type

Verum Character Sheet

Link/Embed