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Passionis

Warlock 1 Class & Level
Haunted One Background
Satyr Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 10
+0
constitution 9
-1
intelligence 13
+1
wisdom 13
+1
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8-1
+2 proficiency bonus
+0 Strength
+0 Dexterity
-1 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+3 Arcana
+0 Athletics
+3 Deception
+1 History
+1 Insight
+3 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+1 Perception
+5 Performance
+5 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Arcana, Investigation, Nature, Performance, Persuasion, Survival proficiencies

 
11
Armor Class
7
Hit Points
+0
Initiative
35
Speed
WeaponAttackDamageType
Ram+2d4Bludgeoning
Sickle+2d4Slashing
Attacks
Instruments: Horn

Languages: Common, Sylvan, Halfling, Abyssal

Armor: Light

Weapons: Simple
Proficiences
Otherwordly Patron: Pan (Celestial)

Spell Save DC: 13

Spell Attack Modifier: +5

Spellcasting Focus: Balor Horn
Spellcasting
Armor: Leather

Weapons: Sickle (2)

Instrument: Horn (Focus)

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

  • Monster Hunter's Pack:
  • chest
  • crowbar
  • hammer
  • 3 wooden stakes
  • holy symbol
  • flask of holy water
  • set of manacles
  • steel mirror
  • flask of oil
  • tinderbox
  • 3 torches

  • Clothes: Common

    Trinket: string of beads, attached to balor horn

    Money: 1 sp
    Equipment
    Magic Resistance: You have advantage on saving throws against spells and other magical effects.

    Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

    Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
    Features & Traits

    Heroes Enabled

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

    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

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Satyr

    Ability Score Increase +2 cha +1 dex
    Size Medium
    Speed 35f

    Age. Satyrs mature and age at about the same rate as humans.   Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.   Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.   Fey. Your creature type is fey, rather than humanoid.   Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.   Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.   Languages. You can speak, read, and write Common and Sylvan.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Poison Spray

    0-level (Cantrip) Conjuration

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

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

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

    Prestidigitation

    0-level (Cantrip) Abjuration

    Casting Time 1 action
    Range 10 feet
    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): Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    PHB, page 224

    Comprehend Languages

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials (a pinch of soot and salt)

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

    Class(es): Wizard

    PHB, page 252

    Illusory Script

    1-level Illusion (ritual)

    Casting Time 1 minute
    Range Touch
    Duration 10 days
    Components S, M
    Materials A lead-based ink worth at least 10 gp, which the spell consumes

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

      To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

      Should the spell be dispelled, the original script and the illusion both disappear.

      A creature with truesight can read the hidden message.

    Class(es): Bard, Warlock, Wizard

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


    Created by

    umbreonic.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed