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Illicorian

Goolock 9 Class & Level
Spy Background
Changeling Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 15
+2
constitution 16
+3
intelligence 16
+3
wisdom 10
+0
charisma 22
+6
Total Hit Dice 9
Hit Die
1d8+3
+4 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
14
Armor Class
58
Hit Points
+2
Initiative
30 ft
Speed
Attacks
Light Armor, Simple Weapons, Disguise Kit, Forgery Kit
Proficiences
Light Crossbow (20 bolts)
Scholar's pack
3 daggers
Greatclub
Component Pouch
Disguise kit
Mirror
Tome of Leadership and Influence
Homunculus (Cthulthu)
Ring of Water Walking
Ring of Spell Storing
Equipment
* Changes attitude and personality to blend in
* Listens to conversations
Personality Traits
Knowledge
The Game
Ideals
I fell in love with someone I was spying on
Bonds
Some people want to kill me to make sure I never tell their secret
Flaws
Otherworldly Patron
Pact Magic
Pact Boon- Pact of the Blade
Entropic Ward
Change Appearance
Changeling Instincts
Unsettling Visage
Divergent Persona
Awakened Mind
Eldritch Invocations:
* Dreadful Ward
* Agonizing Blast
* Eldritch Spear
* Thirsting Blade
* Repelling Blast
Feats: Spell Sniper
Features & Traits

Heroes Enabled

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

The statblocks of your class features

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 pg. 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: Instantaneous
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.
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.
Available for: Warlock

XGtE pg. 158

Infestation

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S, M
Materials: a living flea
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Sorcerer, Warlock, Wizard

PHB pg. 284

True Strike

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S
Duration: Concentration, Up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB pg. 234

Dissonant Whispers

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

PHB

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must 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 above 1st.

Level 2 Spells

PHB, Page 231

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V S M
Materials: A copper piece
Duration: Concentration, 1 hour
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

Level 3 Spells

XGtE pg. 151

Cause Fear

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Concentration, Up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creature must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

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


Created by

Illicorian.

Statblock Type

Character Sheet (Legacy)

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