Remove these ads. Join the Worldbuilders Guild

Wessam

Warlock(The Undying) 1 Class & Level
Majital (Ruin Dweller) Background
Human(Variant) Race
LN Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+5 Deception
+2 History
+0 Insight
+3 Intimidation
+2 Investigation
+0 Medicine
+0 Nature
+2 Perception
+3 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills Decpetion History Investigation Perception proficiencies

 
14
Armor Class
10
Hit Points
+3
Initiative
30
Speed
Attacks
Common
Elvish

Alchemist's Supplies
Cook's Utensils
Proficiences
mage armor (from armor of shadows)

frostbite (0. level)
prestidigitation (0. level)

hex (1. level)
protection from evil and good (1. level)
Spellcasting
15GP
Cauldron
Alchemist Supplies
Cook's Utensils

Vestments
Set of common clothes
x3 Potions of Healing
Bullseye Lantern,
x2 Bandoliers
Arcane focus(crystal)
Dungeoneer's pack

Barbed Brass Ring
Equipment
Empathetic towards people who suffer.
Easily gets lost in own thoughts.
Very difficult to anger.
Personality Traits
Want to understand own place in this world.
Tries to follow his destiny.
Wants to believe there is a purpose to everything.
Ideals
Fellow ruin dwellers raised me and I'd do anything to pay them back someday.
My Patron needs my help. I want to free them from their curse.
The Coven took me in when i felt lost and gave me a clear goal in life. I will forever be thankful.
Bonds
Tremendously fears inadequacy.
Doubts he will ever find answers to the most nurturing questions.
Easily gets envious of other people's accomplishments.
Flaws
Lucky - You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

A Dark Gift - You gain the Eldritch Sight invocation and may use it normally. If you are a warlock you may instead choose a single invocation of your choice that is available at level 1.

The dark secrets in your mind ward you against intrusions from those against your nature. You gain a +2 bonus to saving throws vs spells.
Features & Traits

Heroes Enabled

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

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


 

Player's Handbook, Wizards of the Coast, p. 154

Alchemist's Supplies

Adventuring Gear Common

Cost: 50 GP Weight: 8 lb. / 4 kg


 

DnD 5e XAN

Cook's Utensils

Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS

Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Common

Cost: 1 gp Weight: 8 lb.


 

D&D 5e PHB Pg 151

Vestment

Adventuring Gear Normal Common

Religious clothing, typically found in a priest's pack.


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

PHB, Page 152

Bullseye lantern

Adventuring Gear Common

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Cost: 10 gp Weight: 2lb


 

DnD 5e

Arcane Focus Crystal

Adventuring Gear Common

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

Cost: 10gp Weight: 1lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Variant Human

Ability Score Increase +1 to two ability scores of your choice
Size Medium
Speed 30ft

Skills - You gain proficiency in one skill of your choice.   Feat - You gain one feat of your choice.

Languages. Common, one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 hour
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.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
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.
Available for: Cleric, Paladin, Warlock, Wizard

PHB: P. 251

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V, S, M
Materials: the petrified eye of a newt
Duration: Concentration, Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1*D6 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.
Available for: Warlock

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


Created by

DukeDuckman.

Statblock Type

Character Sheet (Legacy)

Link/Embed