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Belesegoph

Warlock/Bard 3/1 Class & Level
Noble - Princess Background
Tiefling Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 12
+1
constitution 15
+2
intelligence 14
+2
wisdom 13
+1
charisma 15
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+3 Dexterity
+2 Constitution
+3 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+4 Deception
+5 History
+1 Insight
+8 Intimidation
+5 Investigation
+3 Medicine
+3 Nature
+1 Perception
+6 Performance
+8 Persuasion
+5 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
12
Armor Class
29
Hit Points
+1
Initiative
30
Speed
WeaponAttack BonusDamage/Type
Light Crossbow[+3][1d4+piercing]
Sickle[+3][1d4+slashing]
Daggers[+3][1d4+piercing]
Attacks
Languages: Common, Infernal, Deep Speech
Light Armor, Simple Weapons
Proficiences
Warlock: Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bard: Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting
Light Crossbow and 20 Bolts, A Component Pouch, A Scholar's Pack (Backpack, Book of Lore, Bottle of ink, Ink Pen, 10 Sheets of parchment, little bag of sand, small knife) , Leather Armor, Sickle, Two Daggers, Gaming Set, Fine Clothes, Signet Ring, A Scroll Of Pedigree, 3 days of rations, 1 tent, Malachite gem, Healing Potion, Scarlet Cloak

Equipment
No One Could Doubt By Looking At My Noble Bearing That I Am A Cut Above The Masses, I Don't Like To Get My Hands Dirty and I Wont Be caught in unsuitable Accommodations
Personality Traits
Family - Blood Runs Thicker Than Family
Ideals
I am in love with the heir of a family that my family despises
Bonds
I have an insatiable desire for Carnal Pleasure, IN FACT the world does revolve around me
Flaws
Darkvision: See 60 feet in front of you in dark and dim conditions. Dim light is like bright like, darkness like dim light. You can only see in shades of Grey.
Hellish Resistance: Resistance to Fire Damage
Infernal Legacy: Gives you extra spells, to which Charisma is your spellcasting ability for these spells.
Otherworldly Patron: You strike a bargain with the Archfey. Grants you extra cantrips and spells as you level
Pact Magic: Arcane research and the magic bestowed to you by your patrons have given you facility with spells.
Fey Presence: Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10 foot cube originating from you to make a wisdom saving throw against your warlock spell save DC. Creatures that fail their saving throws are charmed or frightened (your choice) by you until the end of your next turn. Once you use it, you have to wait until you finish your short or long rest.

Agonizing Blast
Beguiling Influence

Bardic Inspiration (1d6)
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.


Class Features

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. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.  

Pact Boon

At 3rd level you choose which pact boon you'll use:
  1. Pact of the Chain: You get a familiar
  2. Pact of the Blade: You get a bonded magical weapon
  3. Pact of the Tome: You get a Book of Shadows (spell book)


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

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.   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 attack modifier = your proficiency bonus + your Charisma modifier


Subclass Options

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.  

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.  

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.  

The Hexblade

[Xan] You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. You gain proficiency with medium armor, shields, and martial weapons.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cons/Int & +2 Charisma
Size Medium
Speed 30ft

Age: Tieflings mature at the same rate as humans but live a few years longer   Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many tieflings toward a chaotic Alignment.   Darkvision: Thanks to your Infernal heritage, 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.   Hellish Resistance: You have Resistance to fire damage.   Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells

Languages. Can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237 SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

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.
 
 
At higher levels: 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.

Class(es): Warlock

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Self
Duration 1 Round
Components V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration Up to a minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

DND 5e SRD

Prestidigiation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration 1 hour
Components V,S

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.

Class(es): Bard, Warlock, Sorcerer, Wizard, Artificier

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

Class(es): Bard

Level 1 Spells

PHB SRD

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components V S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Arms Of Hadar

1-level Conjuration

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
 
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.

Class(es): Warlock

PHB, page 250

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
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.

Class(es): Bard

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see

Class(es): Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Syra165w.

Statblock Type

Character Sheet (Legacy)

Link/Embed