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- NPC stats
- Kretchn Tailstar
- Brass Dragonborn Scion
- College of Crossroads Bard level 14
- Speed 30ft, burrow 10ft
- Ac: 15
- Hp: 82
- Str : 11
- Dex: 18
- Con: 11
- Int: 12
- Wis: 12
- Cha: 20
- Skills: stealth, survival, sleight of hand, performance, deception
- Proficencies: light armor, hand crossbows, longswords, rapiers, shortswords, Fiddle
- Enquipment: Dagger, Fiddle/precious instrument/Johnny's swansong, rapier, 100gp
- Prof bonus: +5
- Spell save dc: 18
- Spell attack: 10
- Attacks: Bow attack, d20+10+2to hit) 1d10+2 piercing
- Cantrips: Vicious Mockery(3d4 upon failing a wis saving throw. Dis advantage on next attack if so)
- Mage Hand
- Message
- Minor Illusion
- Spells:
- Thunderwave
- Heroism
- Faerie Fire
- Disguise Self
- Invisibility(level2)
- Detect thoughts(level 2)
- Suggestion(level 2)
- Nondetection(level 3)
- Bestow curse(level 3)
- Hypnotic pattern(level 3)
- Hallucinatory terrain(level 4)
- Polymorph(level 4)
- Confusion(level 4)
- Mislead(level 5)
- Dream(5)
- Eyebite(level6)
- Teleport(level 7)
- Class: Hellish Rebuke, Flame blade, fireball
- 5 Bardic Inspiration d10's
- Jack of all trades
- If not proficient, add a 2 to the check
- Summon 6 Fiendish elementalists
- Sevonicus Drake
- Frostborn
- Dragoon 18
- Speed: 25
- Ac: 18
- HP: 118
- Str: 20
- Dex: 15
- Con: 13
- Int: 11
- Wis: 12
- Cha: 14
- Skills: acrobatics, intimidation, history
- +6 prof bonus
- Koh's spike:
- Great Weapon fighting- When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
- Action Surge(2x)- Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
- Second Wind- You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action toregain hit points equal to 1d10 + 18.
- Extra Attack(2 extra attacks) Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
- Indomitable(3)- Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
- Aspirant step(4x)- you double your jump distance or triple your jump height. Does not provoke opportunity attacks. 40feet long jump and 24 feet high jump.
- Ascendant Strike: If you use Aspirant Step to make an attack or do so immediately after landing, you gain advantage and add 9 to the attack roll.
- Strident Surge- I can use my Action Surge to use Aspriant Step without expending a use of it.
- Needle of Heaven- If you are outside, you may use an action to jump 100 feet in the air and throw your like 400 feet as if you were making a melee attack with it. The attack is made with advantage and deals 10d12+5 radiant damage. Any creature hit must make a cons saving throw DC of 19 or become prone on the ground. Flying creatures fall on their turn. At the beginning of your next turn you descend to the ground and your weapon magically comes back.
- Advantages against being frightened, cold damage resisted, count as one size larger against Creature a larger then you. If you crit on a large or bigger creature you may roll an
- Additional damage die.
- Equipment: Koh's spike, Plate armor, 50Gp,
- Shamus Shackleway
- Changling
- Ocean Sorcerer
- Speed: 30/water: 30
- Sorcery Points: 18
- Ac: 13ac.
- Hp: 118
- Str: 11
- Dex: 15
- Con: 16
- Int: 14
- Wis: 17
- Cha: 20
- Spell save dc: 19
- Spell attack mod: 11
- Trained skills: deception, insight, persuasion
- Prof bonus: 6
- You can breathe underwater,
- Grasp of the Tide
- Starting when you choose this origin at 1st level, your innate magic allows you to manipulate and control water. You learn the shape water cantrip, which doesn't count against your number of sorcerer cantrips known. It is considerered a sorcerer spell for you.
- Whenever you cast a sorcerer spell of 1st level or higher, you can use a bonus action to summon a harmless wave of water to blast another creature or object you can see within 60 feet of you. An unwilling target must make a Strength saving throw against your spell save DC. On a failed save, the target is either pushed 10 feet directly away from you, or pulled 10 feet towards you. Additionally, any non-magical fire the target is carrying is extinguished, and if the target was on fire, the fire is put out.
- Scald and Sleet
- At 6th level, you can manipulate the water you spray to further harm and hinder your foes. When a target fails their saving throw against your Grasp of the Tide feature, you can spend 2 sorcery point to choose one of the following additional effects:
- Scald. The water becomes scalding hot as it drenches the creature, which takes an additional 2d8 fire damage. Being underwater doesn't grant resistance against this damage.
- Sleet. The water freezes on contact. The creature's speed is reduced by 10 feet, and they cannot use reactions until the beginning of your next turn.
- Home at Sea
- Also at 6th level, your attunement to the sea allows you to navigate it with ease. When you make an ability check with a vehicle (water), you can do so with advantage. Additionally, while at sea, you have advantage on any Wisdom (Survival) checks you make relating to the sea.
- Shifting Form
- Starting at 14th level, you gain the ability to enter a liquid state while moving.
- When you move on your turn, you only take half damage from opportunity attacks, and you can move through an creature's space but cannot willingly end your turn there.
- On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space that is smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
- Into the Roil
- Starting at 18th level, you can call the ocean to propel a creature into the air. As an action on your turn, you can spend 5 sorcery points to begin creating a waterspout at a point within 60 feet of you. You create a 20-foot-radius sphere of churning water. Creatures inside the sphere at the time of its creation must make a Strength saving throw against your spell save DC, being pulled 10 feet towards the center of the sphere and knocked prone on a failed save.
- At the beginning of your next turn, all creatures inside of the sphere must make a Strength saving throw as the churning water shoots skyward. On a failed save, a creature is thrown 100 feet into the air, and is thrown half as far on a successful save. If a creature impacts with a solid object as it is thrown upwards, calculate the damage it takes as if it was taking fall damage.
- Flexible Casting
- You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
- Table: Creating Spell Slots
- Spell Slot
- Level Sorcery
- Point Cost
- 1st 2
- 2nd 3
- 3rd 5
- 4th 6
- 5th 7Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
- Metamagic: Empowered Spell
- When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
- You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
- When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.
- Quickened Spell
- When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
- Subtle Spell
- When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.
- Sorcerer cantrips: Fire bolt, mage hand, minor illusion, Presdigitation, message, true strike
- Sorcerer Spells: 1st level: mage armor, shield, false life, fog cloud
- 2nd: blur, levitate, mirror image
- 3rd: haste, fireball, blink
- 4th: Wall of fire, banishment, polymorph
- 5th: telekinesis, insect plague, creation
- 6th: Globe of Invulnerabillity
- 7th: Plane Shift
- 8: Power Word Stun
- 9: Meteor Swarm
- Equipment: Robes, coded notes, key, 30gp. Leather armor, dagger.
- You have advantages on acrobatics/athletics checks to escapement being restrained/grappled.
- Ignatious Fellowsworth
- Human
- Fiend Warlock 14
- Speed: 30ft
- Ac
- Hp
- Str: 12
- Dex: 17
- Cons: 14
- Int: 10
- Wis: 12
- Cha: 20
- Spell save: 18
- Spell mod: 10
- The Fiend
- You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit Fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
- Expanded Spell List
- The Fiend lets you choose from an expanded list of Spells when you learn a warlock spell. The following Spells are added to the warlock spell list for you.
- Table: Fiend Expanded Spells
- Spell Level Spells
- 1st Burning Hands, Command
- 2nd Blindness/Deafness, Scorching Ray
- 3rd Fireball, Stinking Cloud
- 4th Fire Shield, Wall of Fire
- 5th Flame Strike, Hallow
- Dark One’s Blessing
- Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain Temporary Hit Points equal to your Charisma modifier + your warlock level (minimum of 1).
- Dark One’s Own Luck
- Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
- Once you use this feature, you can’t use it again until you finish a short or Long Rest.
- Fiendish Resilience
- Starting at 10th level, you can choose one damage type when you finish a short or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature. Damage from magical Weapons or silver Weapons ignores this Resistance.
- Hurl Through Hell
- Starting at 14th level, when you hit a creature with an Attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a Nightmare landscape.
- At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
- Once you use this feature, you can’t use it again until you finish a Long Rest.
- Pact of the Blade
- 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.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
- One with Shadows
- Prerequisite: 5th level
- When you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.
- Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
- You can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.
- Agonizing Blast
- Prerequisite: Eldritch Blast cantrip
- When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
- Armor of Shadows
- You can cast Mage Armor on yourself at will, without expending a spell slot or material Components.
- Eldritch Spear
- Prerequisite: Eldritch Blast cantrip
- When you cast Eldritch Blast, its range is 300 feet.
- Cantrips: Eld Blast, mage hand, true strike, presdigitation
- Spells
- Mirror image, counterspell, vampiric touch, blight, banishment, dream, major image, fly, misty step, enthrall, darkness, invisibility.
- Alexsi Arvil
- Dwarf
- Oath of the common man Paly
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