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Balthazar Possibly

Eladrin MToF Race
Dolten Ward of Witchtown Origin
Warlock 3 Class & Level
Neutral? Alignment
Dendarr if allowed. Deity
Night Guard (Shilling the Guard) Faction
N/A Rank/Position
Loyalty
N/A Company

Strength 11
+0
Dexterity 17
+3
constitution 15
+2
intelligence 15
+2
wisdom 13
+1
charisma 22
+6
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
+0 Athletics
+3 Deception
+1 History
+1 Insight
+5 Intimidation
+3 Investigation
+1 Martial
+1 Medicine
+1 Nature
+3 Perception
+3 Performance
+5 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
35
Hit Points
+3
Initiative
30
Speed
Attacks
Proficiencies
Armor: Light armor, Medium Armor, Shields, Crimson Mail.
Weapons: Simple weapons, Martial Weapons, Night Blade.
Tools: Brewer's Supplies
Saving Throws: Wisdom, Charisma
Skills: Deception, Intimidation, Investigation (WoW), Persuasion (Olokenhai), Perception.

Proficiences
Pact Spellcasting Feature.
Cantrips - 2 Warlock Cantrips, -3 Any Cantrips Book of Shadows.
Warlock Cantrips - Eldritch Blast, Prestidigitation.
BoS Cantrips- Guidance, Mage Hand, Mold Earth

Warlock Spells Known. 4.
2 Second Level Spellslots.
Hold Person, Invisibility, Shatter, Shield.

Shield
PHB
p275
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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.

Shatter
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Spellcasting
Crimson Mail
Night Blade
Silencing Bow
A silver pendant, a hunting trap, a vial of holy water, tuft of wolfsbane, cold iron charm, a set of traveler's clothes, and a belt pouch containing 30gp.
Component Pouch.

Equipment
Night Guard (Shilling the Guard)
Faction
Mad Man
Stat Array
Race+Origin Features
Languages: Common, Elven

Warding Brand - Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.

Dolten Origin- Ward Of Witchtown

You gain a +3 bonus to saving throws vs. Fear effects.

You gain a +2 bonus to passive perception and passive investigation.

You gain proficiency in the Investigation skill, and with Brewer's Supplies.

You gain a +1 bonus to your Constitution score.

Burden
You do not trust anyone completely, you cannot benefit from allies performing the help action.

Hp:
Level 1= 8+2(con)=10
Level 2= 10+5+2=17
Level 3= 17+2+5=24
level 4=24+5+2=31+4=35 loyalty hp.
level 5=35+5+2+1loyalty=43 HP
Level 6=43+6+2=51
Eladrin Racials

Darkvision.
Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season. See the "Info" tab for more information.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Attribute Cap Increase - Dex+Cha cap increased by 2


Otherwordly Patron
Otherworldy Patron

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Expanded Spell List For Level 1: Shield, Wrathful Smite.


Pact Magic

Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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. 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 or 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 Save=13

Spell attack modifier = your proficiency bonus + your Charisma modifier
Modifier=1d20+5

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


Eldritch Invocations

Eldritch Invocations
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. 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.

A level prerequisite in an invocation refers to warlock level, not character level.

Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
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; these rituals 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.

Eyes of the Rune Keeper
You can read all writing.

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


 


Pact Boon

Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
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.

 


Feats
Feat
Eldritch Adept

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.





HP at level 1= 8+2(con)=10
HP at level 2=10+5+2(con)=17
HP at level 3=17+5+2=24
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Racial Info
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30 ft.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season. See the "Info" tab for more information.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).


Initial Stat Array: Mad Man 15/15/14/11/11/10
Racials: +2, +1 - Darkvision, Keen Senses, Fey Ancestry, Trance, Fey Step
Class: Warlock - Intimidation, Deception
Origin:Dolten -WIS +1, +3 to saving throws vs Fear Effects.
Sub-Origin: Ward of Witchtown- +1 CON, Prof in Investigation, Brewer Supplies, +2 bonus passive percept and passive investigation.
Faction: Night Guard - +2 Cha, +2 Dex Cap. Warding Brand.
Deity: Dendarr/Oloken'hai - Prof of my Choice.
Final Stats: 10 STR/16 DEX/14 CON/12 INT/12 WIS/17 CHA - +2 cha, +1 wis, +1 dex, +1 con
Final Profs: Intimidation, Deception, Investigation, Perception, Persuasion.
Faction Starting Equipment: Crimson Mail, Night Blade, Silencing Bow,
A silver pendant, a hunting trap, a vial of holy water, tuft of wolfsbane, cold iron charm, a set of traveler's clothes, and a belt pouch containing 30gp.

Shadow Geld. +2 int, +2 Cha
Nightshade/Baal. +1 All.

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

SleeplessStoner.

Statblock Type

Verum Character Sheet

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