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Iosal

Goblin Race
Fisher Origin
Warlock (Fathomless) 11 Class & Level
Chaotic Neutral Alignment
Deity
None Faction
None Rank/Position
0 Loyalty
None Company

Strength 16
+3
Dexterity 16
+3
constitution 10
+0
intelligence 8
-1
wisdom 16
+3
charisma 20
+5
Total Hit Dice 11
Hit Die
1d8+0
+4 proficiency bonus
+3 Strength
+3 Dexterity
+0 Constitution
-1 Intelligence
+7 Wisdom
+9 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
-1 Arcana
+3 Athletics
+9 Deception
+2 History
+3 Insight
+9 Intimidation
-1 Investigation
+0 Martial
+3 Medicine
-1 Nature
+3 Perception
+5 Performance
+5 Persuasion
-1 Religion
+3 Sleight of Hands
+3 Stealth
+7 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
15
Armor Class
59
Hit Points
+3
Initiative
40ft Walk / 50ft Swim
Speed
WeaponAttackDamage
Eldritch Blast 1d20+9 1d10+5
Attacks
Class: Deception and Intimidation
Origin: History and Survival
Class: Light Armor and Simple Weapons
Proficiences
Cantrip: Chill Touch, Eldritch Blast, Mage Hand, Minor Illusion and Ray of Frost
5th: Cause Fear, Create or Destroy Water and Hex; Silence; Dispel Magic; Control Water, Evard's Black Tentacles and Summon Elemental; Bigby's Hand, Contact Other Plane, Hold Monster and Mislead
Arcanum: Soul Cage
Feat: Invisibility and Ray of Sickness
Spellcasting
Bag of Holding
Two Light Crossbows, Arcane Focus, Dungeoneer's Pack, Studded Leather and two daggers.
Fishing tackle, a net, a favorite fishing lure, and a set of traveler's clothes
15,368gp, 8 sp
Water inside a gold-inlaid vial worth 400 gp
2 Find Familiar components.
3 small bits of honeycomb and jade dust worth at least 10 gp,
1 Frost potion
3 Healing and 2 Greater Healing Potions
sending stone


Attuned - Handgonne
What was once a single use magical apparatus to allow one to apply their magic in a different method has now been solidified into a reusable weapon of violence by powers unknown. It contains a large metal barrel that flares out at the end of its one and a half foot length alongside the base of a rather thick willow wand. Originally the caster would channel their magic into the wand and it would break sending out their magic in a much more erratic and explosive area.

+2 Dexterity

Intended Application: Three times per long rest you may cast a spell attack into this apparatus causing it to explode in a cone rather than the original targeting. The cone’s size is equal to 1/3 of the original spell’s range with a minimum of a 15 foot cone. Target ALL creatures within the range of the cone. Targeted creatures must make a dex save against your DC to avoid the damage, save for half. If the spell has detrimental effects beyond damage they are not applied if the target makes their save. If the cantrip has multiple attacks both are made in the same cone and have separate saving throws required.

Building Power: When you would make an attack roll with a spell you may instead use it to charge the Handgonne causing it to emit a light with a 60 foot radius and hum with power. When you charge the Handgonne for the next minute your next use of Intended Application is enhanced increasing its DC by 2.

Volley: You may cast an attack cantrip through this apparatus to cause it to explode upon impact. If you do so you hit all creatures adjacent to the target (Use the same attack roll). When you do this you must make a DC 16 strength save or take a -3 hit penalty on the attack.


Attuned - Dulth's Lucky Charm
A small tin charm in the shape of a tentacle dangling on the end of a piece of twine. Despite its unremarkable appearance the luck it brings is far greater than any rabbit foot.

+2 Charisma Cap

Dulth’s Machinations: When you receive a random encounter you may choose to increase its tier by one, or reduce its tier by one. Reducing its tier may result in no random encounter at all.

Petition Dulth: During combat as a free action you may petition Dulth to help you in exchange for doing exactly what they ask this turn. When you do so Dulth will give you a boon in combat. This can range from healing, extra damage, extra bonus to hit, restoring spell slots, etc.

Shanties Charm: While traveling you may sing sea shanties to keep up morale. At the end of any long rest you began with full resources each party member gains temporary hitpoints equal to two times their level.


Attuned - The Shimmering Protector from the Deep
Studded Leather Armor - Rare - Attunement

A craggy set of studded leather armor made from the carapace of Karkinos' offspring and a blessed pearl which was placed in the center, both found in a long forgotten Triton city.

The Blessed Mother Pearl: While embedded in armor, this pearl allows the user to cast the bless spell on one target creature once per long rest. Creatures blessed in this manner recover HP equal to the roll on the bless dice whenever it would result in a saving throw being passed or an attack hitting when it would otherwise miss.

Crustaceous Shell: 2 Damage Resistance to Cold and Physical damage types.


Wand of Entangle
Wand - Uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


The Coin of Luck
A pitch black coin that reflects no light. One face has been meticulously smoothed out leaving no marks. The other side has a white disembodied smile upon it.

Today’s Luck: The coin may be flipped up to seven times per day but should never be flipped more than seven. Once flipped the coin must be flipped seven times that day. It may be flipped by any number of individuals. Occasionally the coin will demand to be flipped and must be used that day (Once per session)

Happy Times: Individuals who flipped the smile benefit from the lucky feat for the day. If they roll the smile again they gain one additional reroll for the day.

Happiest Times: If an individual rolls heads seven times they may use the wish spell. An individual may only benefit from Happiest Times once in their lifetime.

Void: For every blank space an individual rolls the next time they roll a 20 on a meaningful roll it will instead be treated as a critical failure. Additional rolls of the blank space result in additional failed natural 20s. This detriment lasts until the next time the coin is flipped 7 times or until all uses of void are consumed.

Eternal Void: Don’t flip seven blanks in one day.

Equipment
None
Faction
Rolled
Stat Array
Starting Stats: Str - 16, Dex - 14, Con - 9, Int - 8, Wis - 16, Cha - 16

Languages: Common, Goblin and Primordial

Class Features

Invocations: Agonizing Blast, Devil Sight, Eldritch Mind, Lance of Lethargy and Maddening Hex.

Pact of the Cloak: Ignore difficult terrain, speed increases by 10ft, and walk across fluid surfaces.

Level 4 Feat - Shadowtouched: +1 Charisma, You learn the invisibility spell and ray of sickness You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Level 8 Feat - Spell Sniper : You learn the Ray of Frost cantrip.
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.

Racial Features

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. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

ASI Increase: +1 Constitution and +2 Charisma

Additional Features:

Fisher: +1 Charisma, History and Survival proficiencies, Primordial language,

Harvest the Water: You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Fishing Tale - Dive into the Abyss: You found yourself in an underwater cave leading to the Abyss, and you've been obsessed ever since.

Me when I eat a dragon heart with my mom: Your current lifespan increases by 50%.

notes so i dont forget
Health: 2: 7, 3: 8, 4: 3, 5: 5(av), 6: 5(av), 7: 5(av), 8: 8, 9: 1, 10: 7, 11: 2

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

EpiGrass.

Statblock Type

Verum Character Sheet

Link/Embed