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Sha'rae

Warlock / Fea Pact 3 Class & Level
Entertainer Background
Tiefling Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 12
+1
constitution 14
+2
intelligence 14
+2
wisdom 8
-1
charisma 16
+3
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
-1 Animal Handling
+2 Arcana
+1 Athletics
+5 Deception
+2 History
-1 Insight
+5 Intimidation
+2 Investigation
-1 Medicine
+2 Nature
-1 Perception
+5 Performance
+3 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
-1 Survival
skills

 
12
Armor Class
24
Hit Points
+3
Initiative
30ft.
Speed
WeaponAttackDamageRange
Dagger d20+3 1d4 piercing20/60
Handaxe d20+3 1d6 slashing20/60
Attacks
Armor: Light Armor
Weapons: Simple weapons
Tools: Disguise kit, Lute

Languages: Common, Infernal

Saves: Wisdom, Charisma
Skills: Acrobatics, Performance, Intimidation, Deception
Proficiences
Charisma:
Save: 13
Attack: +5

Hellish Rebuke on Lv. 2 once per long rest
Spellcasting
Leather armor, two daggers, two handaxes, Component Pouch

Lute, a dragon's bony talon hanging from a plain leather necklace, Backpack, Bedroll, 3 costumes, 5 candles, waterskin, disguise kit.

Money: 15 GP
Equipment
I tend to draw attention with whatever I do, if it's my tattoos, my singing or my dancing.
Personality Traits
Wonder. I want to bring Wonder into the world, for there is to much war and death and greed out there.
Ideals
I am trying to find anyone of my old wandering Tribe that survived the attack.
Bonds
I loath the pact with my Patron and am trying everything to break from it, though the magic has grown on me and been useful so I am trying to find a way to keep my magical while loosing the pact.
Flaws
By Popular Demand; Darkvision; Resistance Fire Damage

Features & Traits

Heroes Enabled

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

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


 

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

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Wild Magic of the Fay

Ask the DM

Through the Burns of the Fea, the character has 10% wild magic in the beginning.
For every 20GP and one hour of work the character spends the Wild Magic percentile get‘s reduced by 1%

Pact of the Blade

Warlock

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You pact weapon disappears if it‘s more than 5ft. away from you for 1 minute or more. It also disappears if you use thus feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You cab dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can‘t affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if ut‘s in the extradimensional space when the bond breaks.

Fey Presence

Warlock, Archfey pact

Starting at 1st level, your patron bestows upon you the fearsome presence of the Fae. 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. The creatures that fail their saves are all charmed of frightened by you (your choice) until the end of your next turn.
Once you use this feature you can‘t use it again until you finish a short or long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237

Eldritch Blast with Agonizing Blast & Repelling 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.


Agonzing Blast When you cast this cantrip, add your Charisma modifier to the damage it deals on a hit.

Repelling Blast When you hit a creature with this cantrip you can push the creature up to 10 ft. away from you in a straight line.
 
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

SRD

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60 ft
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 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) 2d4 , 11th level (3d4) 3d4 , and 17th level (4d4) 4d4 .

Class(es): Bard

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

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

Xanathar's Guide to Everything

Witch Bolt

1-level Evocation

Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Components V, S, M (a twig from a tree that has been struck by lightning)

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Class(es): Sorcerer, Warlock, Wizard

Arms of Hadar

1-level Conjuration

Casting Time 1 action
Range self (10ft radius)
Duration Instantaneous
Components V S

Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.  
 
At higher levels: At Higher Levels: The damage increases by 1d6 for each slot level above 1st.

Class(es): Warlock

PHB, page 250 SRD

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock

Level 2 Spells

Crown of Madness

2-level Enchantment

Casting Time 1 Action
Range 120ft
Duration Up to 1 Minute
Components V, S

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

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


Created by

MilkshakeGM.

Statblock Type

Character Sheet (Legacy)

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