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Daniel Drizzle

Water Genasi Race
Whispering Isles Origin
Warlock 3 Class & Level
Chaotic Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

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

 

MV

Prestige

Attunement Slots
13
Armor Class
33
Hit Points
+2
Initiative
30
Speed
Attacks
Athletics, Deception, Arcana, Investigation
Proficiences
Cantrips: Eldritch Blast, Mage Hand, and Shape Water
Pact of the Tome Cantrips: Frostbite, Prestigidation, Poison Spray
1st Level: Hex, Armor of Agathys
2nd Level: Blur, Shatter

Rituals: Unseen Servant, Detect magic
Spellcasting
Crossbow 20 bolts
Wand
Scholar's Pack
Leather Armor
Stoppered bottle
Equipment
Mad Man
Stat Array
Invocations:
Agonizing Blast: Add CHA modifier to Eldritch Blast
Book of Ancient Secrets: Adds two 1st level rituals, plus lets me add rituals to my tome.

Genie Warlock:

Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie’s Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: cold (marid).


Racials:
Amphibious – You can breathe both air and water. You also have a swimming speed of 30 feet

Within the waves. You know the shape water cantrip. Once you reach 3rd level, you can cast the create or destroy water spell twice with this trait and regain expended uses when you finish a long rest.

Surfs Up – As an action, you cause a wave of water to appear and crash in a cone of 25 feet in front of you. All creatures in the area must succeed a Strength saving throw (DC 8+proficiency+constitution modifier) or be knocked prone.
After you use this ability, you can’t use it again until you finish a long rest.

Origin:
You gain a +1 to all your saving throws
You may cast Speak With Dead once per long rest. You have advantage on Charisma skill checks versus spirits and undead
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

MalError.

Statblock Type

Verum Character Sheet

Link/Embed