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Cassie (they/them/theirs) vers. 1

warlock (great old one, blade) 7 / rogue 1 8 Class & Level
sage Background
goblin Race
lawful good???? Alignment

Strength 6
-2
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 16
+3
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
-2 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+4 Arcana
-2 Athletics
+3 Deception
+4 History
+1 Insight
+6 Intimidation
+4 Investigation
+1 Medicine
+1 Nature
+1 Perception
+3 Performance
+3 Persuasion
+1 Religion
+3 Sleight of Hands
+6 Stealth
+1 Survival
skills arcana, history, intimidation, investigation, stealth proficiencies

 
14
Armor Class
59
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Dagger(s) 1d20+6 1d4+3 1d4
Light crossbow (20 bolts) 1d20+6 1d8+3
Pact Rapier 1d20+6 1d8+3
Spear 1d20+1 1d6-2
Attacks
skills: arcana, history, intimidation, investigation, stealth
armor: light
weapons: simple
tools: thieves' tools
saving throws: wisdom, charisma
pact weapon while using it
Proficiences
save DC: 14
attack mod: +6
cantrips: 3
spells known: 8
slots: 2 (4th lvl)
4 invocations:
-Eldritch Sight
  • You can cast detect magic at will, without expending a spell slot.
  • -Eldritch Smite
  • Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
  • -One With Shadows
  • When you are in a dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
  • -Thirsting Blade
  • You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

  • cantrips: eldritch blast, mage hand, prestidigitation
    spells: detect thoughts, fear, hex, hunger of hadar, protection from evil and good, sickening radiance, suggestion, vampiric touch
    Simon's special content: scrying 1/long rest
    Pact of the Blade
    Spellcasting
    warlock:
    -leather armor
    -light crossbow (20 bolts)
    -spear
    -2 daggers
    -arcane focus (wand, would not be mistaken for any wand other than a goblin's, not sure what that means yet)
    -dungeoneer's pack:
  • backpack
  • crowbar
  • hammer
  • 10 pitons
  • 10 torches
  • tinderbox
  • 10 days of rations
  • waterskin
  • 50 feet of hempen rope

  • sage background:
    -bottle of black ink
    -a quill
    -a small knife
    -a letter from a dead colleague posing a question they have not yet been able to answer
    -a set of common clothes
    -a belt pouch containing 10gp

    have picked up:
    -The Blade of Truth (book, taken from priest in village of Barovia)
    Equipment
    There's nothing I like more than a good mystery.
    Personality Traits
    Truth is the ultimate goal of the universe, therefore it always win out in the end.
    (They won't lie, though should the party decide to lie they will remain silent or otherwise omit information to avoid jeopardizing their place in the group.)
    Ideals
    I must find scientific evidence for my theories.
    Bonds
    I am easily distracted by the promise of information!
    Flaws
    Researcher. When you attempt to learn or recall a piece of lore, if you don't know that info, you often know where and from whom you can obtain it. Usually this info comes from a library, scriptorium, university, or a sage or other learned person or creature. (Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.) Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

    Darkvision. Can see in dim light within 60 ft as if it's bright light, and see in darkness as if it's dim light. Can't see color in darkness, only shades of gray.

    Fury of the Small. When you dmg a creature with an attack or a spell and the creature's size is larger than yours, you can cause the atk or spell to deal xtra dmg to the creature. The xtra dmg is equal to your level. Can use the trait once per short or long rest.

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

    Languages. They can speak, read, and write Common, Goblin, Deep Speech?? one other probably a normal one maybe Elvish for access to their knowledge? but elves are dicks so maybe not? their 4th language is the language of the most chill race they could learn weird info from

    -

    Awakened Mind. You can communicate telepathically with any creature you can see within 30 ft of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

    Entropic Ward. At 6th lvl, u learn to magically ward urself against atk and to turn an enemy's failed strike into good luck for urself. When a creature makes an atk roll against you, you can use ur reaction to impose disadvantage on that roll. If the atk misses u, ur next atk roll against the creature has advantage if u make it before the end of ur next turn. (Once/short or long rest)

    -

    Expertise.

    Sneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.

    You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

    Thieves' Cant.
    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

    Spear

    Melee Weapon Thrown, Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

    Cost: 1 gp Weight: 3 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

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Goblin

    Ability Score Increase +2 Dex, +1 Con
    Size Small
    Speed 30ft

    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.   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 level. Once you use this trait, you can’t use it again until you finish a short or long rest.   Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

    Languages. Common and Golbin

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    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

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components V, S

    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.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 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): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Hex

    1-level Enchantment

    Casting Time 1 Bonus Action
    Range 90ft
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials the petrified eye of a newt

    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.

    Class(es): Warlock

    Protection From Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to Ten Minutes
    Components holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Detect Magic

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

    Level 2 Spells

    Detect Thoughts

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a copper piece

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

    Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

    Suggestion

    2-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration up to 8 hours
    Components V, M
    Materials a snake's tongue and either a bit of honeycomb or a drop of sweet oil

    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 3 Spells

    Fear

    3-level Illusion

    Casting Time 1 Action
    Range 30 ft. cone
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A white feather or the heart of a hen

    You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.   While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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

    Hunger of Hadar

    3-level Conjuration

    Casting Time 1 Action
    Range 150 ft
    Duration Concentration, up to 1 minute
    Components V, S, M
    Materials a pickled octopus tentacle

    You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.   The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

    Class(es): Warlock

    Vampiric Touch

    3-level Necromancy

    Casting Time 1 Action
    Range Self
    Duration Concentration, 1 Minute
    Components V, S

    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Warlock, Wizard

    Level 4 Spells

    Xanathar's Guide to Everything

    Sickening Radiance

    4-level Abjuration

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, Up to 10 minutes
    Components V, S

    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

    When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

    Class(es): Sorcerer, Wizard, Warlock

    Level 5 Spells

    Player's Handbook

    Scrying

    5-level Divination

    Casting Time 10 minutes
    Range Self
    Duration Concentration, Up to 10 minutes
    Components V, S, M
    Materials A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

    You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.  

    KnowledgeSave Modifier
    Secondhand (you have heard of the target) +5
    Firsthand (you have met the target)0
    Familiar (you know the target well) -5
    ConnectionSave Modifier
    Likeness or picture -2
    Possession or garment -4
    Body part, lock of hair, bit of nail, or the like -10
      On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.   On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.   Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

    Class(es): Bard, Cleric, Druid, Warlock, Wizard, Paladin (Vengeance), Sorcerer (Divine Soul)

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

    Dungeoneer's Pack

    Adventuring Gear Common

    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 12 GP Weight: 61 1/2 lbs


     

    Created by

    tiredtrombonist.

    Statblock Type

    Character Sheet (Legacy)

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