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Slagg

Fire Genasi Race
The Rift - Slog Origin
Warlock (The Celestial) 7 Class & Level
Chaotic Good Alignment
Vinsc Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 12
+1
wisdom 11
+0
charisma 18
+4
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+7 Deception
+1 History
+0 Insight
+4 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+0 Perception
+4 Performance
+4 Persuasion
+1 Religion
+6 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
15
Armor Class
59
Hit Points
+3
Initiative
75 ft., 5 ft. swim, 5 ft. climb
Speed
+1 Estoc 1d20+7 1d10+4 piercing 1d6+2 fire
Firebolt 1d20+7 2d10+6 fire
Attacks
Armor: Light Armor
Weapons: Simple Weapons, Estoc
Tools: Cook's Utensils
Skills: Arcana, Deception, Persuasion, Sleight of Hand
Languages: Common, Ignan (Lesser)
Proficiences
Spell DC: 15 (14 Racial)
Spell Attack Bonus: +7 (+6 Racial)
8 Spells Known

Cantrips:
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Damage: 2d8 Necrotic

 


Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Damage: 2d10+6 Fire

 


Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

 


Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
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.

 


Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
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.

 


Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

  • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     


    Sacred Flame
    Evocation cantrip
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
    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.

    The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Damage: 2d8+4 Radiant
    DC: 15 Dexterity Save

     


    Word of Radiance
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: V, M (a holy symbol)
    Duration: Instantaneous
    You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

    The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Damage: 2d6 Radiant (+4 to one target)
    DC: 15 Constitution Save

     


    1st Lvl Spells:
    Armor of Agathys
    1st-level abjuration
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a cup of water)
    Duration: 1 hour
    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

     


    Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    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.

    Damage: 7d6+4 Radiant

     


    Hellish Rebuke
    1st-level evocation
    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Damage: 5d10+6 Fire
    DC: 15 Dexterity Save

     


    2nd Lvl Spells:
    Darkness
    2nd-level evocation
    Casting Time: 1 action
    Range: 60 feet
    Components: V, M (bat fur and a drop of pitch or piece of coal)
    Duration: Concentration, up to 10 minutes
    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

    If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

    If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

     


    Invisibility
    2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased in gum arabic)
    Duration: Concentration, up to 1 hour
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

     


    Lesser Restoration
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

     


    3rd Lvl Spells:
    Counterspell
    3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

     


    4th Lvl Spells:
    Guardian of Faith
    4th-level conjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: 8 hours
    A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

    Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

     


    Racial Cantrips:
    Green Flame Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
    Damage: 1d8+2 Fire
    Secondary Damage: 1d8+3 Fire

     


    Produce Flame
    Conjuration cantrip
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 10 minutes
    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Damage: 2d8+6 Fire

     


    Racial Spells (1/Long rest each):
    Burning Hands
    1st-level evocation
    Casting Time: 1 action
    Range: Self (15-foot cone)
    Components: V, S
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

    The fire ignites any flammable objects in the area that aren't being worn or carried.

    Damage: 3d6+2 Fire (+4 to one target)
    DC: 14 Dexterity Save

     


    Hellish Rebuke
    1st-level evocation
    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

    Damage: 2d10+6 Fire
    DC: 14 Dexterity Save

     

    Spellcasting
    Armor:
    Radiant Kindness (MW Studded Leather Armor)
    AC: 12 + Dex
    Stealth: -
    Weight: 13 lbs

    Masterwork Effects:
  • The time it takes to don and doff is reduced to 3 rounds.
  • Walking, swimming and climbing speeds are increased by 5 feet. This gives you a swim and climb speed of 5 feet if you did not already possess them.

  • Effects:
  • Your Charisma score increases by 2, up to a maximum equal to your ability score cap.
  • You are resistant against cold damage.

  •  


    Weapons:
    +1 Estoc
    Type: Exotic weapon, melee weapon
    Damage: 1d10 piercing + 1d6 fire
    Properties: finesse, two-handed

     


    Inventory:
    WIP
    Equipment
    Factionless
    Faction
    The Mad Man
    Stat Array
    Origin:
    The Rift
    +1 to any (Dexterity)
    Denying locks away a skill, removing proficiency from it and denying it from ever gaining proficiency or expertise. It may also not receive advantage or be augmented in any beneficial way.

     


    Sub-origin:
    Slog
    Skill Denied – Athletics
    +1 to Charisma

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Cook's Utensils
    Skill Prof – Persuasion

     


    Deity:
    Vinsc
    Skill Prof – Sleight of Hand

     


    Racial Traits:
    Racial Stat Increases
    +2 to Constitution
    +1 to Intelligence

     


    Darkvision
    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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

     


    Fire Resistance
    You have resistance to fire damage.

     


    Reach to the Blaze
    You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

     


    Seal of Fire
    You increase your walking speed by 30. If you should deal fire damage, the damage is increased by 2, this applies only once per source.

     


    Languages
    You can speak, read, and write Common and Ignan.

     


    Class Features:
    Warlock Skills
    Skill Prof – Arcana
    Skill Prof – Deception

     


    Pact Magic
    Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

    Cantrips:
    You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

    Spell Slots:
    The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

    For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

    Spells Known of 1st Level and Higher:
    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

    The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability:
    Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus:
    You can use an arcane focus as a spellcasting focus for your warlock spells.

     


    Otherworldly Patron - The Celestial
    Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

    Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

    Expanded Spell List:
    The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

    Celestial Expanded Spells:
    Spell Level Spells
    1st cure wounds, guiding bolt
    2nd flaming sphere, lesser restoration
    3rd daylight, revivify
    4th guardian of faith, wall of fire
    5th flame strike, greater restoration

    Bonus Cantrips:
    At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

    Healing Light:
    At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

    As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

    Your pool regains all expended dice when you finish a long rest.

     


    Eldritch Invocations (4)
    In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

    At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

    Devil's Sight:
    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    Book of Ancient Secrets:
    You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

    On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
    Ritual Spells – Detect Magic, Find Familiar

    Sculptor of Flesh:
    You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

    Trickster's Escape:
    You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

     


    Pact Boon - Pact of the Tome
    Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

    Cantrips: Fire Bolt, Guidance, Word of Radiance

     


    Radiant Soul
    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

     


    Feats:
    Lvl 4 Feat – Fury of the Flame
    The fire rages within you, empowering your manipulation of the flame to become more powerful than it was before. You gain the following benefits:
  • Your speed increases by 10 feet.
  • Fire damage you deal ignores resistance to fire damage.
  • You learn one cantrip of your choice that deals fire damage. In addition, choose one 1st-level spell that deals fire damage. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Constitution is your spell casting ability for these spells. (Green Flame Blade, Hellish Rebuke)

  •  


    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

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed