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Medes

Warlock 3 Class & Level
Folk Hero Background
Protector Aasimar Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 10
+0
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 16
+3
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+0 Arcana
-1 Athletics
+5 Deception
+0 History
+3 Insight
+5 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+3 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills Warlock: Deception, Intimidation   Folk Hero: Animal Handling, Survival proficiencies

 
10
Armor Class
24
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: Light armor
Weapons: Simple weapons
Tools: Land vehicles, Cartographer's Tools
Languages: Common and Celestial
Proficiences

Heroes Enabled

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

The statblocks of your class features

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

Statblocks for your familiars, mounts etc.

SRD

Sprite

Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 ( 1d4 )
Speed 10ft Fly: 40ft

STR
3 -4
DEX
18 +4
CON
10 0
INT
14 +2
WIS
13 +1
CHA
11 0

Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)


Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


 

Statblocks for race/species of the character.

Protector Aasimar, Aasimar subrace

Ability Score Increase +1 Wis
Size Medium
Speed

  • Radiant Soul. 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.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Magic Stone

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.   If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Class(es): Artificer, Druid, Warlock, Cleric (Nature Domain)

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

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 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): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

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)

Level 2 Spells

Mirror Image

2-level Illusion

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

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard

Misty Step

2-level Conjuration

Casting Time 1 Bonus 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, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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


Created by

N!kNak.

Statblock Type

Character Sheet (Legacy)

Link/Embed