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Kanila Pin

Halfling (Ghostwise Bunny) Race
Paradox - Fused with the Beyond Origin
Warlock (Chaos) 7 Class & Level
Chaotic Neutral Alignment
Chaos Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 16
+3
constitution 18
+4
intelligence 20
+5
wisdom 14
+2
charisma 14
+2
Total Hit Dice 7
Hit Die
1d8+4
+3 proficiency bonus
+3 Strength
+7 Dexterity
+5 Constitution
+9 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+8 Arcana
+5 Athletics
+2 Deception
+8 History
+2 Insight
+2 Intimidation
+8 Investigation
+0 Martial
+2 Medicine
+8 Nature
+2 Perception
+5 Performance
+2 Persuasion
+5 Religion
+2 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
-12
MV

Prestige

Attunement Slots
17
Armor Class
57
Hit Points
+6
Initiative
25
Speed
Attacks
Saving Throws
Dexterity, Intelligence


Skills
Arcana, Investigation, Performance, Nature, History
Intimidation Denied


Tools
All gaming sets + Advantage


Equipment
Light Armor, Simple Weapons


Languages
Common, Giant, Halfling

Proficiences
Slots: 2
Spell Level: 3
To Hit: +9
DC: 17

Cantrips

Spells

Counterspell
Dimension Door
Dispel Magic
Summon Abberation
Fabricate
As an alternative you may use the material that you have turned into primordial chaotic energy to form your creation as you do not need to expend a spell slot when used this way. This creation lasts until entropy of chaos and otherwise will reform itself if attempted to be destroyed. An object created this way affects the surroundings, turning the area to have a greater influence of chaos in it.

Fly
Hex
Misty Step
Silence


Non Slot Spells
Mage Armor


Rituals
Comprehend Languages
Detect Magic
Find Familiar
Identify
Silence
Speak With Animals
Water Breathing

Spellcasting
Weapons
Daggers x2,
Old Elven Longsword,
Quarterstaff
The Word Wand +1


Scholar's Pack
Backpack
Book of Lore (Alchemy)
Bottle of Ink
Ink Pen
10 sheets Parchment
Blotting Sand
Small Knife
Bedroll


Spell Components
Death Pearl, Find Familiar Incense x1


Scrolls
Detect Magic, Speak With Animals


Hat of Mesmer
Hat - Wondrous - Major Uncommon - Attunement

The hat of a necromancer’s puppet, the hat seems to undulate and form into different appearances with various items flowing though it before disappearing into the inky blackness or the bright acid.

Acid Burns. This item gives the user the feeling of being just a tad mad, the essence of the Faewild still coursing through this item even without the connection to the individual who constructed it. As a bonus action you can activate the hat, the acid dripping down to infuse into your attacks whether magical or physical. Turning the damage that you would be doing into acid damage. This effect lasts ten minutes and can only be activated once a long rest.

Formless Appearance. This hat continues to move and change, shifting as much of the magic that infused this item. Though as an action you can focus onto the hat causing it to remain the same for 1 hour or until you lose/drop concentration.


Claws of Unsettled Fury
Dagger - Weapon - Rare - Attunement - Affixing

When attuned these claws sink into the individual before surfacing on the back of their hands mimicking where their bones would be. The back of their hands now accented with silver and veins of gold that feel as natural as their hands would be normally, though now claws softly threaten to arise should the need come.

An Unsuspecting Edge. The claws that now mark the back of your hands are not simple for show but can be extended in the blink of an eye when the time arises. As an item interaction you may summon forth the claws to strike against your foes as if they were a dagger in either hand dealing the usual 1d4 piercing damage.

Fury Contained. Taking time to prepare for a battle can be all the more delicious so that when you need to release your fury it can swing in full force. After casting a ritual spell the claws begin to glow with soft purple runes taking a portion of the magic to be stored for use within the next two hours. When the claws are glowing and you enter into combat you may transfer the magic into one of two options:
Burning Fury. The purple of the runes flow to the ends of the claws and become hard points on the ends. You may add 1d4 of fire damage to any one of your attacks once per round after seeing the to hit for the next minute.
~or~
Silent Night. The runes harden within the claws and hone in the ability that you hold in the strongest sense. For the next minute when making attacks with the claws you may substitute STR or DEX for your highest stat for hit and damage.

Storm’s Clarity. After the dust has settled in a battle the claws seem to hum with a knowledge pulled for the aether for your use. Once a combat has completed you can take proficiency in any skill that you do not currently have proficiency in. This knowledge lasts until you long rest or after another combat finishes forcing you to change the proficiency to another skill.


Cloak of Protection
Wondrous item, uncommon, cape slot: You gain a +1 bonus to AC and saving throws while you wear this cloak.


Book of Lore (Athletics)

6 Manticore Quills

2002.6 gp

2 days rations

Healer's Kit

Kanila's Fancy Stuff
Quual's Feather Token - Tree


A Pickled Tentacle and an Eyeball in a Platinum-inlaid Vial worth 400gp
Bag Made of Primordial Chaos to hold Time Shard
5 Glowing Red Seaweed
Equipment
Halfling
Halfling Nimbleness:
You can move through the space of any creature that is of a size larger than yours.

Lucky:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave:
You have advantage on saving throws against being frightened.

Squat Nimbleness
+1 Dex
+5ft speed
Acrobatics Prof
Adv to escape grapples

Silent Speech:
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.


Warlock
Bending Order:
Starting at 1st level, your attacks are imbued with random, explosive energy. Whenever you hit a creature with an attack, you can deal 1d4 extra damage to all other creatures you choose within 5 feet of it. The type of damage is determined by rolling on the Chaos Damage table.

Chaos Damage
1 - Acid
2 - Cold
3 - Fire
4 - Lightning
5 - Necrotic
6 - Poison
7 - Radiant
8 - Thunder
9 - Water
10 - Earth
11 - Air
12 - ???

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.

Entropic Will
Starting at 6th level, you can shift the fates of the enemies you find yourself fighting. When an enemy within 60 ft makes an attack roll, saving throw, or skill check you may use your reaction to subtract 1d10 from the result.
This has a number of uses equal to your proficiency modifier, but if you use more than one on a single target then the target will get 1d10 to use in a positive manner as Order attempts to balance the strain of Chaos.


Invocations
Agonizing Blast:
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

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

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.

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

Maddening Hex:
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

2x Far Scribe:
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.


Feats
Bountiful Luck:
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Lucky:
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.


Boons
Paradoxical Blasts
The essence of chaos has infused into the very magics that you wield giving a greater scope of what you can do though giving into chaos rather than order. When you cast Eldritch Blast you may release the feeling of chaos within you to affect the magic you throw. When doing so roll on the following table for the damage type:
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Necrotic
7 - Poison
8 - Psychic
9 - Radiant
10 - Thunder

When you use this form of Eldritch Blast each strike deals an additional amount of damage equal to half your proficiency modifier rounded up. When the same damage type is rolled twice in a row you add your full proficiency modifier and if you roll it more than that the creature being struck goes down one tier of resistance/immunity to that damage type for a number of rounds equal to your proficiency modifier.

The Librarian of the Gambler
The power of Dishonor brings a new meaning to what being a warlock under a patron can be as what you once held in high esteem through your words and mannerisms now translates into your own intellect. Your spellcasting stat now changes into that of intelligence instead of charisma, and you can change around your stats as you see fit. If wanted you can change the skills you started with for warlock from the original list with a free added skill of history. Your saving throws change to proficiency in intelligence and dexterity as you amass knowledge and remain deft on your feet so as not to disturb those reading. As specifically a librarian you can start to learn runes that can be placed into buildings to either safeguard them or to present other means to imbue magic within your library. You may learn this through normal means of researching through other wizards or by spending additional boon gains to shortcut this into immediate knowledge. To begin you are freely given a rune that when placed repeatedly over two weeks will lower noise within the walls of a building.

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

Narroth.

Statblock Type

Verum Character Sheet

Link/Embed