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Jackal

Rouge 5/Warlock 4 9 Class & Level
Inheritor Background
Half-Orc Race
Chaotic-Neutral Alignment

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 19
+4
wisdom 10
+0
charisma 18
+4
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+7 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+7 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+4 Deception
+7 History
+0 Insight
+6 Intimidation
+10 Investigation
+0 Medicine
+4 Nature
+0 Perception
+3 Performance
+7 Persuasion
+4 Religion
+3 Sleight of Hands
+10 Stealth
+3 Survival
skills Light Amor, Simple Weapons, hand crossbows, longswords, rapiers, shortswords proficiencies

 
16
Armor Class
75
Hit Points
+4
Initiative
30
Speed
Attacks
Thieves Tools, Dice Set, Disguise Kit, Forgery Kit, Playing Card Set
Proficiences
Eldritch Blast | 1d20+3 | 1d10
Sleep 5d8
Faerie Fire
Armor of Agathys
Hellish Rebuke
Protection from good and evil
Crown Of Madness
Phantasmal Force
Shadow Blade
Calm Emotions
Invisibility
Spellcasting
Shortbow, Dagger, Silver Dagger Shortsword (Silvered) Shortsword +1 , 27 Arrows, 20 Silver Arrows Burglar Pack, Backpack, 1 Bag of Ball Bearings, Bell, Candle, Crowbar, Hammer, Hooded Lantern, 2 Flasks of Oil, 10 Days Worth of Rations, Tinderbox, 3 Waterskins, Hempen Rope, Grandfathers Journal, 10 feet of string, Playcard set, 10 Pitons, Riding Horse, Horse feed, Belt of Holding, Studded Leather Armor, Tent, Jacobs Necklace. 3 Spinel, Headband of Intellect, 1 Bottle of Holy Water, 6 Vials of Water. 1 Magical Soap, 1 Potion of Healing Ring Of Hellish Rebuke (Cloaked shadow signet ring) Code Book Bottle of 5d6 Poison Signet coms unit. Disguise kit grapling hook, 7 Books on Dieses, 5 Coffee beans Alchemy jug 2 Whetstones 2 Bottle of baslik blood
Book on Vampires, Book on Deep Speech, Book on Deep Speech, Book on Undercommon Eyes of five portrait

Equipment
I fall in love when it comes to a few things Those being Books, drinks, Mischief and a bit of romance
Personality Traits
Knowledge as I was taught and ancient history & artifacts are more Fascinating and shows us exactly how this world was structured & Created.

It gives The knowledge I need to know to help me retrieve and return that what was taken from me and my family
Ideals
Whilst my blood has Nobility in it and my love for my family is deep, i do not see my noble birth make me greater, in fact it comes with many more burdens.
Bonds
I am the sort of man that is quite willing to trust people by face values, plus don't help if it is a pretty face is well.
Flaws
Darkvision 120ft, Menacing, Relentless Endurance, Savage Attacks, Master of Intrigue, Master of Tactics, Fey Presence, Inheritance, Dark Liqueur, Eldritch Invocation, Gift of the Ever-Living Ones, Eyes of the Rune Keeper, Expertise Pact of the Chain Uncanny Dodge
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue 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, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

[block: 192 ]

Statblocks for race/species of the character.

Half-Orc

Ability Score Increase +2 Str, +1 Con
Size Medium
Speed 30 ft

  • Darkvision 60 ft
  • When reduced to 0 HP, drop to 1 HP instead. Use once per long rest.
  • Proficiency in Intimidation skill
  • When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. Common, Orc

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Sword Coast Adventurer's Guide

Booming Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration 1 round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.


 
At higher levels:

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Wizard, Warlock

Players Handbook

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks towards 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 our 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

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

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

PHB

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

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Class(es): Warlock

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


Created by

Zweipanda.

Statblock Type

Character Sheet (Legacy)

Link/Embed