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Dimitri Redpaw

Tabaxi Race
Khao [Jungle]/Mender Origin
Warlock 3 Class & Level
Neutral Good Alignment
None Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+3 Deception
+0 History
+0 Insight
+5 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+0 Nature
+2 Perception
+3 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
24
Hit Points
+3
Initiative
30
Speed
Claws 1d20+0 1d4+0
Spear 1d20+0 1d8+0
Attacks
Armor: light armor
Weapons: simple weapons
Tools: Tinker's tools,
Saving Throws: Wisdom, Charisma,
Skills: Intimidation, Investigation, Perception, Stealth, Arcana
Proficiences
Cantrip:
Eldritch Blast
Thunder Clap

1st Level
Hellish Rebuke
Charm Person
Bane
Disguise Self

2nd Level
Hold Person
Enthrall

At will: Mage Armor
Spellcasting
A light crossbow and 20 bolt
An arcane focus (mask)
A scholar's pack
Leather armor,
Quarterstaff
Two daggers
Equipment
Factionless
Faction
Madman
Stat Array
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

Evil Eye: Starting at 1st level, your patron grants you the ability to manifest a small portion of its power on the material plane. As a bonus action you can designate a creature you can see within 30 feet to suffer the effects of the Evil Eye. That creature must make a Charisma saving throw against your Warlock spell save DC. For 1 minute, whenever a target that fails this saving throw makes an attack roll or saving throw before this feature ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. This functions identically to the Bane spell (though it does not require concentration) and does not stack with it. This feature cannot be active on more than one creature at a time. This ability can be used a number of times per day equal to your Charisma Modifier (Minimum of 1), regaining expended uses on a long rest.

Spell Versatility: Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.

Patron: Verivite

Armor of Shadow: You can cast mage armor on yourself at will, without expending a spell slot or material components.

[Spoiler]Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.[/spoiler]

Rebuke of the Talisman:
Prerequisites: Pact of the Talisman
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Lang: Common, Dwarven
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

Roocrow.

Statblock Type

Verum Character Sheet

Link/Embed