Difference between revisions of "Sigrid Viss"
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Revision as of 19:00, 2 February 2018
Concord, familiar Tiny celestial (flying snake), unaligned Armor Class 14 Hit Points 5 (2d4) Speed 30 ft., fly 60 ft., swim 30 ft.
Senses blindsight 10ft., passive Perception 11 Languages — Flyby. Concord doesn't provoke opportunity attacks when it flies out of an enemy's reach . |
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- ~ Your friend the
WitchCleric
- ~ Your friend the
Sigrid Viss/ˈsiːɡrɪd vɪsː/ is a neutral good female aasimar bard and warlock from the Sword Coast region on Toril.
Contents
Biography
Work in progress...
Sigrid Viss hails from a family of retired adventurers living in the city of Waterdeep. She casually worships Bahamut and Tamara.
Age ~25 Height 5'7" (170cm) Weight 132lb (60kg)
Actions
Attacks
Name | Type | Casting Time | Range | Attack | Damage | Notes |
---|---|---|---|---|---|---|
Dagger | Attack | 1 action | 5 feet | +5 | 1d4+2 Piercing | Thrown (20/60) |
Quarterstaff | Attack | 1 action | 5 feet | +2 | 1d6-1 (1d8-1) Bludgeoning | Versatile |
Shillelagh | Attack | 1 action | 5 feet | +7 | 1d8+4 Bludgeoning | Magical |
Green-Flame Blade Green-Flame Blade Evocation cantrip Casting Time: 1 action As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. Radiant Soul. When you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. |
Cantrip | 1 action | 5 feet | — | 1d8+4 Fire | |
Eldritch Blast Eldritch Blast Evocation cantrip Casting Time: 1 action 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. Agonizing Blast. Add your Charisma modifier to the damage spell deals on a hit. |
Cantrip | 1 action | 120 feet | +7 | 1d10+4 Force | |
Sacred Flame Sacred Flame Evocation cantrip Casting Time: 1 action 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. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Radiant Soul. When you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. |
Cantrip | 1 action | 60 feet | DC15 Dex | 2d8+4 Radiant | |
Vicious Mockery Vicious Mockery Enchantment cantrip Casting Time: 1 action You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Cantrip | 1 action | 60 feet | DC15 Wis | 2d4 Psychic | |
Word of Radiance Word of Radiance Evocation cantrip Casting Time: 1 action You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Cantrip | 1 action | 5 feet | DC15 Con | 2d6 Radiant |
Utilities
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Guidance Guidance Divination cantrip Casting Time: 1 action You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. |
Cantrip | 1 action | Touch | Concentration, up to 1 minute |
Light Light Evocation cantrip Casting Time: 1 action 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 east 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. |
Cantrip | 1 action | Touch | 1 hour |
Mage Hand Mage Hand Conjuration cantrip Casting Time: 1 action A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. |
Cantrip | 1 action | 30 feet | 1 minute |
Mending Mending Transmutation cantrip Casting Time: 1 minute This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. |
Cantrip | 1 minute | Touch | Instantaneous |
Prestidigitation Prestidigitation Transmutation cantrip Casting Time: 1 action This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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. |
Cantrip | 1 action | 10 feet | Up to 1 hour |
Shillelagh Shillelagh Transmutation cantrip Casting Time: 1 bonus action The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. |
Cantrip | 1 bonus action | Touch | 1 minute |
Detect Magic Detect Magic 1st-level divination ritual Casting Time: 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in This way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Ritual | 10 minutes | Self | Concentration, up to 10 minutes |
Find Familiar Find Familiar 1st-level conjuration ritual Casting Time: 70 minutes You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. |
Ritual | 70 minutes | 10 feet | Instantaneous |
Spells
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Charm Person Charm Person 1st-level enchantment Casting Time: 1 action 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. 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 creatures must be within 30 feet of each other when you target them. |
Enchantment | 1 action | 30 feet | 1 hour |
Counterspell Counterspell 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. |
Abjuration | 1 reaction | 60 feet | Instantaneous |
Cure Wounds Cure Wounds 1st-level evocation Casting Time: 1 action A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
Evocation | 1 action | Touch | Instantaneous |
Feather Fall Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. |
Transmutation | 1 reaction* | 60 feet | 1 minute |
Healing Word Healing Word 1st-level evocation Casting Time: 1 bonus action A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. |
Evocation | 1 bonus action | 60 feet | Instantaneous |
Hex Hex 1st-level enchantment Casting Time: 1 bonus action 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 O 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. |
Enchantment | 1 bonus action | 90 feet | Concentration, up to 1 hour |
Invisibility Invisibility 2nd-level illusion Casting Time: 1 action A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Illusion | 1 action | Touch | Concentration, up to 1 hour |
Lesser Restoration Lesser Restoration 2nd-level abjuration Casting Time: 1 action You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |
Abjuration | 1 action | Touch | Instantaneous |
Revivify Revivify 3rd-level necromancy Casting Time: 1 action You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. |
Necromancy | 1 action | Touch | Instantaneous |
Suggestion Suggestion 2nd-level enchantment Casting Time: 1 action You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends. |
Enchantment | 1 action | 30 feet | Concentration, up to 8 hours |
Witch Bolt Witch Bolt 1st-level evocation Casting Time: 1 action 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. |
Evocation | 1 action | 30 feet | Concentration, up to 1 minute |
Special
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Bardic Inspiration Bardic Inspiration 1st-level bard feature Casting Time: 1 bonus action You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a dlO at 10th level, and a d12 at 15th level. |
Bard feature | 1 bonus action | 60 feet | 10 minutes |
Healing Light Healing Light 1st-level warlock feature Casting Time: 1 bonus action At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. |
Warlock feature | 1 bonus action | 60 feet | Instantaneous |
Daily
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Healing Hands Healing Hands 1st-level racial feature Casting Time: 1 action As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. |
Racial feature | 1 action | Touch | Instantaneous |
Radiant Soul Radiant Soul 3rd-level racial feature Casting Time: 1 action Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. |
Racial feature | 1 action | Self | 1 minute |
Skills
☐ | +2 | Acrobatics (Dex) | |
☐ | +2 | Animal Handling (Wis) | |
☑ | +3 | Arcana (Int) | |
☐ | -1 | Athletics (Str) | |
☑ | +7 | Deception (Cha) | Adv. when trying to pass as a different person [feat] |
☐ | +0 | History (Int) | |
☑ | +5 | Insight (Wis) | |
☐ | +4 | Intimidation (Cha) | |
☑ | +3 | Investigation (Int) | |
☐ | +2 | Medicine (Wis) | |
☐ | +0 | Nature (Int) | |
☐ | +2 | Perception (Wis) | |
☑ | +7 | Performance (Cha) | Adv. when trying to pass as a different person [feat] |
☑ | +7 | Persuasion (Cha) | |
☐ | +0 | Religion (Int) | |
☑ | +5 | Sleight of Hand (Dex) | |
☐ | +2 | Stealth (Dex) | |
☐ | +2 | Survival (Wis) |
Equipment
Money | |
---|---|
Gold | 68 |
Silver | 16 |
Copper | 19 |
Name | Quantity | Weight | Notes |
---|---|---|---|
The Tome | 5 | Equipped [class] | |
Harper pin | 0 | Equipped [background] | |
Dagger | 1 | Equipped, weapon [class] | |
Staff | 4 | Equipped, weapon, focus [class] | |
Clothes, common | 3 | Equipped [background] | |
Leather Armor | 10 | Equipped, armor [class] | |
Backpack | 5 | Backpack, container [class] | |
Bedroll | 7 | Backpack [class] | |
Candle | 5 | 0 | Backpack [class] |
Clothes, costume | 2 | 8 (4x2) | Backpack [class] |
Disguise kit | 3 | Backpack [class] | |
Flute | 1 | Backpack [class] | |
Mess kit | 1 | Backpack [2 sp] | |
Mirror, steel | 0.5 | Backpack [5 gp] | |
Rations, one day | 5 | 10 (2x5) | Backpack [class] |
Waterskin | 5 | Backpack [class] | |
Pouch | 1 | Pouch, container [background] | |
Chalk, one piece | 0 | Pouch [1 cp] | |
Money | Pouch [background] | ||
Total weight: | 64.5 | Equipped 24 lb., in backpack 40.5 lb. |
Build
Protector Aasimar Bard (level 1) and Warlock of the Celestial Tome (level 6)
- Stats
MOD/SAVE STR 8 (-1 / -1) DEX 14 (+2 / +5) CON 12 (+1 / +1) INT 10 (+0 / +0) WIS 14 (+2 / +2) 13 + 1 [race] CHA 18 (+4 / +7) 15 + 2 [race] + 1 [feat] HP 45/45 (8 + 1) [1st lvl] + 6 * (5 + 1) [highter lvls]
- Armor Class: 13 = 11 [armor] + 2 [DEX]
- Spell slots: 2x 1-lvl, 2x 4-lvl
- Spell save DC: 15 = 8 + 3 [prof] + 4 [CHA]
- Spell attack: 7 = 3 [prof] + 4 [CHA]
Carry 40 80 120 240 lb. Speed 30 20 10 5 ft.
- Summary
- Race: Protector Aasimar
- Background: Faction Agent (The Harpers)
- Class: Bard (lvl 1), Warlock (lvl 6)
- Armor: light armor [bard]
- Weapons: simple weapons [bard], hand crossbows [bard], longswords, rapiers [bard], shortswords [bard]
- Tools: disguise kit [background], flute [bard], lute [bard], pan flute [bard]
- Saving Throws: Dexterity [bard], Charisma [bard]
- Skills: Insight [background], Performance [background], Arcana [bard], Investigation [bard], Sleight of Hand [bard], Deception [invocation], Persuasion [invocation],
- Languages: Common [race], Celestial [race], Elvish [background]
- Invocations: Agonizing Blast [warlock], Beguiling Influence [warlock], Book of Ancient Secrets [warlock]
- Cantrips: Light [race], Mending [bard], Vicious Mockery [bard], Eldritch Blast [warlock], Green-Flame Blade [warlock], Guidance [warlock], Mage Hand [warlock], Prestidigitation [warlock], Sacred Flame [warlock], Shillelagh [warlock], Word of Radiance [warlock]
- Spells: Charm Person [bard], Cure Wounds [bard], Feather Fall [bard], Healing Word [bard], Counterspell [warlock], Hex [warlock], Invisibility [warlock], Lesser Restoration [warlock], Revivify [warlock], Suggestion [warlock], Witch Bolt [warlock]
- Rituals: Detect Magic [invocation], Find Familiar [invocation]
- Level 1 Bard
- Features: Charisma +2 [race], Wisdom +1 [race], Darkvision [race], Celestial Resistance [race], Healing Hands [race], Light Bearer [race], Bard [class], Faction Agent (The Harpers) [background], Safe Haven [background], Bardic Inspiration [bard]
- Cantrips (+1+2): Light [race], Mending [bard], Vicious Mockery [bard]
- Spells (+4): Charm Person [bard], Cure Wounds [bard], Feather Fall [bard], Healing Word [bard]
- Level 1 Warlock
- Features: Warlock [class], Expanded Spell List [patron], Bonus Cantrips [patron], Healing Light [patron]
- Cantrips (+2+2): Eldritch Blast [warlock], Mage Hand [warlock], Light#2 -> Prestidigitation [patron], Sacred Flame [patron]
- Spells (+2): Hex [warlock], Witch Bolt [warlock]
- Level 2 Warlock
- Invocations (+2): Agonizing Blast [warlock], Beguiling Influence [warlock]
- Spells (+1): Armor of Agathys [warlock]
- Level 3 Warlock
- Features: Radiant Soul [race], Pact of the Tome [warlock]
- Cantrips (+3): Guidance [pact], Shillelagh [pact], Word of Radiance [pact]
- Spells (+1): Suggestion [warlock], Armor of Agathys -> Invisibility [warlock]
- Level 4 Warlock
- Features: Actor [ASI]
- Cantrips (+1): Green-Flame Blade [warlock]
- Spells (+1): Lesser Restoration [warlock]
- Level 5 Warlock
- Invocations (+1): Book of Ancient Secrets [warlock]
- Spells (+1): Revivify [warlock]
- Rituals (+2): Detect Magic [invocation], Find Familiar [invocation]
- Level 6 Warlock
- Features: Radiant Soul [patron]
- Spells (+1): Counterspell [warlock]
- Level 7 Warlock
- Invocations (+1): Mask of Many Faces [warlock]
- Spells (+1+1): Disguise Self [invocation], Dispel Magic [warlock]
- Level 8 Warlock
- Features: Charisma +2 [ASI]
- Spells (+1): Sickening Radiance [warlock]
- Level 9 Warlock
- Invocations (+1): Ascendant Step [warlock]
- Spells (+1+1): Levitate Self [invocation], Flame Strike [warlock]
- Level 10 Warlock
- Features: Celestial Resilence [patron]
- Cantrips (+1): Minor Illusion [warlock]
Features
Racial
- Celestial Resistance (VGM 105)
- You have resistance to necrotic damage and radiant damage.
- Darkvision (VGM 105)
- Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Healing Hands (VGM 105)
- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer (VGM 105)
- You know the light cantrip. Charisma is your spellcasting ability for it.
- Radiant Soul (VGM 105)
- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
- Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
- Once you use this trait, you can't use it again until you finish a long rest.
Background
- Faction Agent (The Harpers) (SCAG 147)
- As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
- Skill Proficiencies: Insight, Persuasion
- Tool Proficiencies: Disguise kit
- Languages: Elvish
- Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
- Safe Haven (SCAG 147)
- As a Harper, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Bard
- Bard (PHB 51)
- As a bard, you gain the following class features:
- Hit Dice: 1d8 per bard level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
- Armor: Light armor
- Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: flute, lute, pan flute
- Saving Throws: Dexterity, Charisma
- Skills: Arcana, Investigation, Sleight of Hand
- Equipment: staff, flute, entertainer's pack, leather armor, dagger
- Bardic Inspiration (PHB 53)
- You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
- Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
- You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a dlO at 10th level, and a d12 at 15th level.
Warlock
- Warlock (PHB 106)
- As a warlock, you gain the following class features:
- Hit Dice: 1d8 per warlock level
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
- Pact of the Tome (PHB 108)
- 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. 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 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.
Patron
- Bonus Cantrips (XGE 54)
- At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
- Expanded Spell List (XGE 54)
- The Celestial 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: cure wounds, guiding bolt, flaming sphere, lesser restoration, daylight, revivify, guardian of faith, wall of fire, flame strike, greater restoration.
- Healing Light (XGE 54)
- At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
- As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
- Your pool regains all expended dice when you finish a long rest.
- Radiant Soul (XGE 55)
- Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Invocations
- Agonizing Blast (PHB 110)
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Beguiling Influence (PHB 110)
- You gain proficiency in the Deception and Persuasion skills.
- Book of Ancient Secrets (PHB 110)
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
- Mask of Many Faces (PHB 111)
- You can cast disguise self at will, without expending a spell slot.
Feats
- Actor (PHB 165)
- Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Magic
Cantrips
- Eldritch Blast (PHB 237)
- Evocation cantrip
- Casting Time: 1 action
- Range: 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.
- 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.
- Green-Flame Blade (SCAG 143)
- Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: Instantaneous
- As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
- This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
- Guidance (PHB 248)
- Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
- Light (PHB 255)
- Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a firefly or phosphorescent moss)
- Duration: 1 hour
- 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 east 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.
- Mage Hand (PHB 256)
- Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
- You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
- The hand can't attack, activate magic items, or carry more than 10 pounds.
- Mending (PHB 259)
- Transmutation cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (two lodestones)
- Duration: Instantaneous
- This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
- Minor Illusion (PHB 260)
- Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a bit of fleece)
- Duration: 1 minute
- 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.
- Prestidigitation (PHB 267)
- Transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 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 fool.
- 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.
- Sacred Flame (PHB 272)
- Evocation cantrip
- Casting Time: 1 action
- Range: 60 feel
- Components: V, S
- Duration: Instantaneous
- 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.
- The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Shillelagh (PHB 275)
- Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
- Duration: 1 minute
- The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
- Vicious Mockery (PHB 285)
- Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
- This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
- Word of Radiance (XGE 171)
- Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a holy symbol)
- Duration: Instantaneous
- You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
- The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spells
- Charm Person (PHB 221)
- 1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
- 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.
- 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 creatures must be within 30 feet of each other when you target them.
- Counterspell (PHB 228)
- 3rd-level abjuration
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
- Cure Wounds (PHB 230)
- 1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
- Disguise Self (PHB 233)
- 1st-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
- You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
- The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
- Dispel Magic (PHB 234)
- 3rd-level abjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target. make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
- Feather Fall (PHB 239)
- 1st-level transmutation
- Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
- Range: 60 feet
- Components: V, M (a small feather or piece of down)
- Duration: 1 minute
- Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
- Healing Word (PHB 250)
- 1st-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
- Hex (PHB 251)
- 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 O 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.
- Invisibility (PHB 254)
- 2nd-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an eyelash encased in gum arabic)
- Duration: Concentration, up to 1 hour
- A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
- Lesser Restoration (PHB 255)
- 2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
- Revivify (PHB 272)
- 3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
- Duration: Instantaneous
- You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
- Suggestion (PHB 279)
- 2nd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- Duration: Concentration, up to 8 hours
- You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
- The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
- You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
- If you or any of your companions damage the target, the spell ends.
- Witch Bolt (PHB 289)
- 1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
- 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.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Rituals
- Detect Magic (PHB 231)
- 1st-level divination ritual
- Casting Time: 10 minutes
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in This way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
- The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Find Familiar (PHB 240)
- 1st-level conjuration ritual
- Casting Time: 70 minutes
- Range: 10 feet
- Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
- You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
- Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
- When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
- While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
- As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
- You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
- Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.