Calida -- Warlock -- Fire Genasi

Name: Calida
Race/Ancestry/Heritage: Fire Genasi
Class & Level: Warlock 1
Background: Charlatan
Alignment: Neutral Good
Experience: 0 xp

ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 13
+1 ... Strength Ability Checks
+1 ... Strength Saving Throws
+1 ... Athletics Skill
195 lbs. ... Maximum Carrying Capacity
390 lbs. ... Max. Push or Drag (Speed -5 ft.)
390 lbs. ... Maximum Lift

Dexterity 15
+2 ... Dexterity Ability Checks
+2 ... Dexterity Saving Throws
+2 ... Acrobatics Skill
+4 ... Sleight of Hand Skill *
+2 ... Stealth Skill


Constitution 17
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws

Intelligence 18
+4 ... Intelligence Ability Checks
+4 ... Intelligence Saving Throws
+6 ... Arcana Skill *
+4 ... History Skill
+4 ... Investigation Skill
+6 ... Nature Skill *
+4 ... Religion Skill

Wisdom 16
+3 ... Wisdom Ability Checks
+5 ... Wisdom Saving Throws *
+3 ... Animal Handling Skill
+3 ... Insight Skill
+3 ... Medicine Skill
+3 ... Perception Skill
+3 ... Survival Skill

Charisma 14
+2 ... Charisma Ability Checks
+4 ... Charisma Saving Throws *
+4 ... Deception Skill *
+2 ... Intimidation Skill
+2 ... Performance Skill
+2 ... Persuasion Skill

COMBAT [PHB p. 189]

13 ... Passive Perception
+2 ... Initiative Modifier

Armor Class 13 ... Armor worn: leather armor

30 ft. Speed ... Base distance per move

11 hit points ... 1d8 Hit Dice


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Dagger (offhand as bonus action). As above but only 1d4 piercing damage.


Light Crossbow. Ranged Weapon Attack: +4 to hit. Hit: 1d8+2 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)


Eldritch Blast Cantrip. Ranged Spell Attack: +4 to hit, target one creature within 120 ft. range. Hit: 1d10 force damage with 1 beam(s). (If more than one beam, blast can be used as multiple beams of 1d10, each with separate attack roll to hit as one attack action.)


FEATURES, TRAITS, SPECIAL ABILITIES

Charlatan Background [PHB p. 128]

• Feature: False Identity.

• Traits: Wears all kinds of holy symbols. Opinionated views.

• Ideal: Shares loot with the needy.

• Bond: In debt to your former mentor.

• Flaw: Wastes money in taverns.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor
• Weapons: simple weapons
• Tools: disguise kit, forgery kit
• Saving Throws: Wisdom, Charisma
• Skills: Arcana, Deception, Nature, Sleight of Hand
• Languages: Common, Ignan


Fire Genasi Traits [MotM p. 17]

• Creature Type: Humanoid

• Age: 20 years old

• Small Size (3' 1", 37 lbs.)

• Darkvision (60 feet)

• Fire Resistance (half fire damage)

• Reach To The Blaze (Produce Flame cantrip)


Warlock Class Features [PHB p. 106, TCoE p. 73]

• Otherworldly Patron (an efreeti padishah)

• Pact Magic (all cast as 1st level spells, regain spell slots after short or long rest)

• Genie's Vessel (bottled respite once betw. long rests; genie's wrath to add 2 fire damage once during turn

Eldritch Blast Cantrip. Ranged Spell Attack: +4 to hit, target one creature within 120 ft. range. Hit: 1d10 force damage with 1 beam(s). (If more than one beam, blast can be used as multiple beams of 1d10, each with separate attack roll to hit as one attack action.)

Spellcasting [PHB p. 201]

Spell Attack Modifier +4
Spell Save DC 12

Cantrips Known: Eldritch Blast, Minor Illusion

Known Spells (1 spell slots)
Burning Hands, Hex

EQUIPMENT & TREASURE


Carried Gear [PHB, p. 143]: leather armor (AC 11), two (2) daggers, light crossbow and 20 bolts, disguise kit (cosmetics, hair dye, props, etc.), belt pouch, set of fine clothes, tools of the con (various small convincing fakes). (This load is about 36 lbs.; add 1 lb. per 50 coins carried.)


Coins & Gems: 9 gold pieces (gp); 60 silver pieces (sp); 67 copper pieces (cp); 3 gems (worth 10 gp each)

MAGIC 

Cantrips Known: Eldritch Blast, Minor Illusion

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.
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.
Show Attribute List
Attributes
Eldritch Blast
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Target: A creature within range
Components: V S
Duration: Instantaneous
Classes: Warlock
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.
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.j

Minor Illusion
You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an Action or cast this spell again.
If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.
Show Attribute List
Attributes
Minor Illusion
cantrip illusion
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: S M (A bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


Known Spells (1 spell slots)
Burning Hands, Hex

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable Objects in the area that aren't being worn or carried.
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.
Show Attribute List
Attributes
Burning Hands
1 evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Target: Self (15-foot cone)
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
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.

Hex
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: 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 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.
Spell Lists. Warlock




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