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- Character Name: Alivia Aatos
- Player Name: Pheonyx
- Class/Level: Warlock 3
- Race: Existen
- Age: 280
- Height: 7'2"
- Weight: 234 lbs
- Alignment: Lawful Neutral
- Background: Cerphixen Survivor
- --- Ability Scores ---
- Scores: Modifier Saving Throws
- Strength ........ 14 ... (+2) ........ [ ]
- Dexterity ....... 11 ... (+0) ........ [ ]
- Constitution .... 16 ... (+3) ........ [ ]
- Wisdom .......... 14 ... (+2) ........ [ ]
- Intelligence .... 14 ... (+2) ........ [ ]
- Charisma ........ 15 ... (+2) ........ [ ]
- --- Statistics ---
- Base Speed ...... 30 ft
- Armor Class ..... (AC) 16
- Initiative ...... +0 (Dex modifier)
- Hit Points ...... 27
- Hit Dice ........ 1d8
- Hit Dice Total .. 3
- Death saves:
- Successes: [ ] [ ] [ ]
- Failures: [ ] [ ] [ ]
- Passive Wisdom (Perception) 00
- --- Skills ---
- Modifier Skill (Ability Mod) Proficiency?
- [+0] ... Acrobatics (Dex) ........... [ ]
- [+2] ... Animal Handling (Cha) ...... [ ]
- [+2] ... Arcana (Int) ............... [ ]
- [+2] ... Athletics (Str) ............ [ ]
- [+2] ... Deception (Cha) ............ [ ]
- [+2] ... History (Int) .............. [ ]
- [+2] ... Insight (Wis) .............. [ ]
- [+4] ... Intimidation (Cha) ......... [x]
- [+2] ... Investigation (Int) ........ [ ]
- [+2] ... Medicine (Wis) ............. [ ]
- [+2] ... Nature (Int) ............... [ ]
- [+2] ... Perception (Wis) ........... [ ]
- [+2] ... Performance (Cha) .......... [ ]
- [+2] ... Persuasion (Cha) ........... [ ]
- [+2] ... Religion (Int) ............. [ ]
- [+0] ... Sleight of Hand (Dex) ...... [ ]
- [+0] ... Stealth (Dex) .............. [ ]
- [+4] ... Survival (Wis) ............. [x]
- --- Equipment and Attacks ---
- Weapon name: Atk Bonus: Damage/Type:
- [Light Crossbow] [+2] ......... [1d8 Piercing]
- [Quarterstaff] .. [+4] ......... [1d6/1d8 Bludgeoning, Versatile]
- [Dagger] ........ [+4] ......... [1d4 Piercing]
- [Dagger] ........ [+4] ......... [1d4 Piercing]
- Wealth:
- 00cp, 00sp, 10gp, 00ep, 00pp
- Other Equipment:
- -Common clothes
- -Leather Armor
- -Ancient Tattered Book
- -[Great Cleansing Emblem]
- -Component Pouch
- -Scholar's Pack
- -20 Crossbow Bolts
- --- Features and Traits ---
- Setting Feature: Elemental Magic
- Prerequisite: The ability to cast spells in any class
- At 1st level, choose a damage type from the following: Fire, Cold (Frost), Lightning (Storm), Acid (Shadow), Poison (Earth), Radiant (Light), Necrotic (Time), Thunder (Balance) and Psychic (Lunar). When you cast a spell, you may choose either to use the default damage type of the spell, or the damage type you chose. Once chosen, this damage type may not be changed.
- CHOSEN TYPE: Psychic (Lunar)
- -War-Torn Survivor
- Cerphixen during the Cataclysmic Age was unforgiving and cold as a place to live. You, as one of its denizens, have been hardened by your lifelong tribulations and have learned how to thrive in any circumstance. When foraging for food, it takes you half of the normal amount of time to come away with spoils, and you automatically succeed on any Survival check to make sure a piece of food or a beverage isn’t poisoned.
- Blood of the Elements. Choose a damage type from the following list. You have resistance to attacks of that damage type. The damage types are: Fire, Cold, Lightning, Thunder, Poison, Acid, Psychic, Necrotic, Radiant, Force.
- CHOSEN TYPE: Psychic (Lunar)
- Elemental Channeling. You may roll an additional d6 of damage when you use succeed on an attack roll of the same type as your Blood of the Elements. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You may use this ability once, and must complete a long rest to use it again.
- Defiance Against the Mad God. You have advantage on saving throws against charm effects.
- Form of the Dragon. You may assume the form of a great dragon in great peril. When a target succeeds in a critical hit on you, you may shapeshift into a dragon. You are considered a Large creature for the next 10 minutes, and gain advantage on any check involving Strength, including attack rolls if applicable. You may use this ability once and must complete a long rest to use this ability again.
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
- CHOSEN: The Celestial
- Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
- If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
- --- Languages and Proficiencies ---
- Languages: Common, Cataclysmic, Old Cerphixean
- Melee Weapon Proficiencies: Simple Weapons
- Ranged Weapon Proficiencies: Simple Weapons
- Armor Proficiencies: Light Armor
- Tools:
- Vehicles:
- --- Background-Related ---
- Personality Traits:
- -Technology is incredible! Did you know you can talk to anyone across the planets at any time through this tiny glass device?
- -I am always on guard, no matter how safe I really am.
- Ideals:
- -I must never allow what happened during the Cataclysm to happen again.
- Bonds:
- -I had allies during my durance in the Darkness Requiem, and I wish to seek them out again, for better or worse.
- Flaws:
- -I’ve gone so long without a steady meal that I often turn down food so someone else can eat.
- --- Spells ---
- Spellcasting Ability: Charisma
- Spell save DC: 12
- Spell attack bonus: +4
- Invocations:
- - Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components.
- (You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.)
- - AGONIZING BLAST: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Cantrips:
- - Eldritch Blast: 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.
- - Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
- - (Pact of the Tome) Dancing Lights: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
- - (Pact of the Tome) Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
- - (Pact of the Tome) Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
- - (The Celestial) Light:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
- If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
- - (The Celestial) Sacred Flame: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
- Spell level 1:
- - Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
- - Witch Bolt: 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.
- Spell level 2:
- - Crown of Madness: 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.
- - Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- Spell level 3:
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- Spell level 4:
- -
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- Spell level 5:
- -
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- Spell level 6:
- -
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- Spell level 7:
- -
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- -
- -
- Spell level 8:
- -
- -
- -
- Spell level 9:
- -
- -
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