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Asariel

Aasimar (Protector) Race
Majital/Portal Born Origin
Lunar Warlock 6 Class & Level
Alignment
Oun Deity
N/A Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 15
+2
intelligence 12
+1
wisdom 15
+2
charisma 18
+4
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+4 Deception
+1 History
+5 Insight
+4 Intimidation
+4 Investigation
+2 Martial
+2 Medicine
+1 Nature
+2 Perception
+4 Performance
+4 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
45
Hit Points
+1
Initiative
30
Speed
Attacks
Skills: Religion, Arcana, Investigation, Insight

Languages: Common and Celestial

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Proficiences

Eldritch Invocations:



Agonizing Blast
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Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.


Lunar Aegis

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You may cast the Shield spell a number of times per day equal to your Charisma bonus. This recharges as the end of a long rest.


Lunar Armaments

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You may cast the spell Spiritual Weapon once per day using a Warlock spell slot. You can't do so again until you finish a long rest. This weapon takes a shape of your choosing and deals Radiant damage instead of Force damage.


Find Familiar: Pseudodragon

Spirtual weapon (once per long rest): Deals radiant damage instead of force

Shield (4 times per long rest)

Cantrips:



Eldritch Blast :
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


Prestidigitation:
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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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.


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


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


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


Spells:



1st Level



Hex:
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
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You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Armor of Agathys:
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
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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:
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
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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.


2nd Level



Misty Step:
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
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Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


3rd Level



Hypnotic Pattern:
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
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You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Enemies Abound:
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
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You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.


Counterspell:
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
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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.


Spellcasting
Weapons:
Light crossbow and 20 bolts (1d8) Range: 80/320
Quarterstaff 1d6 (1d8) bludgeoning
2 Daggers (1d4 piercing), thrown 20/60ft

Arcane focus: Staff

Scholar's Pack:
a backpack
a book of lore
a bottle of ink
an ink pen
10 sheets of parchment
a little bag of sand
a small knife.

Leather Armor
Equipment
N/A
Faction
Mad Man
Stat Array
Majital Origin: Detect magic at will, Fire damage reduced by 3

Racial:



Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

Radiant Soul:
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Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.


Class:



Blessing of the Moon

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At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.


Lunar Armor

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At 6th level, you are able to conjure a spectral armor made of moonlight and starstuff. This armor functions as the spell Mage Armor, setting your AC to 13+your Dexterity modifier. This is considered to also function as Armor of Shadows for purposes of other class/character features.

Additionally, while using this armor, you gain the ability to lash out at enemies with radiant damage. You have a pool of d6s that you spend to fuel this ability. The number of dice in the pool equals 1 + your warlock level. As a reaction, whenever a creature that you can see successfully damages you with a melee, ranged, or spell attack that targets your armor class, you may cause them to suffer radiant damage, spending dice from the pool. The maximum number of dice you can spend at once equals half your warlock level. Roll the dice you spend and add them together to determine the total amount of damage.

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


Pact of the Chain:
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You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

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

Utidawa.

Statblock Type

Verum Character Sheet

Link/Embed