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Ieriyn "Riyn" Meriwether ([personal profile] pactboon) wrote2023-04-04 04:54 pm

❧ character sheet.

Ieriyn "Riyn" Meriwether.
CLASS AND LEVEL
BACKGROUND
PLAYER NAME
RACE
ALIGNMENT
CODE CREDIT
STATS
STRENGTH
08 (-1)
DEXTERITY
14 (+2)
CONSTITUTION
14 (+2)
INTELLIGENCE
12 (+1)
WISDOM
10 (+0)
CHARISMA
17 (+3)
bonuses & saving throws
PROFICIENCY
+2
STRENGTH
- 1☐
DEXTERITY
+2☐
CONSTITUTION
+2☐
INTELLIGENCE
+1☐
WISDOM
+2☑
CHARISMA
+5☑
13
+2
ARMOR CLASS
INITIATIVE
30
60
SPEED
DARKVISION
24
3d8
MAX HIT POINTS
HIT DICE
skills
acrobatics
+2 ☐
animal handling
+2 ☐
arcana
+3 ☑
athletics
- 1 ☐
deception
+5 ☑
history
+3 ☑
insight
+2 ☐
intimidation
+3 ☐
investigation
+1 ☐
medicine
+2 ☐
nature
+1 ☐
perception
+0 ☐
performance
+3 ☐
persuasion
+5 ☑
religion
+1 ☐
sleight of hand
+2 ☐
stealth
+2 ☐
survival
- 2 ☐
passive perception
10 ☑
languages & other proficiencies
— Common, Primordial, Celestial

— Light armor, medium armor, shields

— Simple Weapons

— Dice Set

weapon
atk bonus
damage/type
+1 (Str)
+4 (Dex)
+5 (Int)
-- (--)
STR 13

1d0 bludgeoning
1d8+2 piercing
1d10 force (magic)
2 cold (magic)
-- (magic)

features & traits

ACID RESISTANCE
Source: Water Genasi
You have resistance to acid damage.

AMPHIBIOUS
Source: Water Genasi
You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.

CALL TO THE WAVE
Source: Lineage (Reborn)
You know the shape water cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

DARKVISION
Source: Water Genasi
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 discern colors in that darkness only as shades of gray.

POSITION OF PRIVILEGE
Source: Background (Noble)
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

FEAT: SCION OF ELEMENTAL WATER
Source: Background Feat (Noble)
You’ve been exposed to the primordial magic of the Elemental Plane of Water, granting you the following benefits:

Elemental Magic. You learn the thaumaturgy cantrip, using Intelligence, Wisdom, orCharisma as the spellcasting ability (choose when you select this feat).

Wave Surge. You can use a bonus action to create a forceful surge of water directed at a creature within 15 feet of you that you can see. The target must make a Strength saving throw; the DC for this save is equal to 8 + your proficiency bonus + the spellcasting ability modifier chosen for this feat, and a creature can choose to fail this saving throw. On a failure, the target is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). The water vanishes immediately after the creature succeeds or fails. You can create this effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

PACT MAGIC
Source: Warlock
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

PACT BOON: TOME
Source: Warlock
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

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.

ELDRITCH INVOCATIONS
Source: Warlock
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

(Note: These invocations will be separate entries, due to length.)

Invocations Known:
❧ Mask of Many Faces
❧ Book of Ancient Secrets

MASK OF MANY FACES
Source: Eldritch Invocation
You can cast disguise self at will, without expending a spell slot.

BOOK OF ANCIENT SECRETS
Source: Eldritch Invocation
Prerequisite: Pact of the Tome feature

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 two needn’t be from the same 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.

Rituals Known:
Find Familiar
Ceremony

OTHERWORLDLY PATRON: THE GENIE
Source: Warlock
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Genie Kind: Marid - Water.

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.

1st: detect evil and good, fog cloud
2nd: phantasmal force, blur
3rdh: create food and water, tidal wave
4th: phantasmal killer, control water
5th: creation, maelstrom
8th: tsunami
9th: wish


GENIE'S VESSEL
Source: The Genie
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.

Genie’s Vessel: Necklace with stoppered bottle.

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Spells
Charisma
13
+5
spell casting ability
spell save dc
spell attack bonus
CANTRIPS
LEVEL ONE (THREE SLOTS)
LEVEL TWO
LEVEL THREE
LEVEL FOUR
Blight
Death Ward

LEVEL FIVE
ADVENTURING PARTY
NAME
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lorem ipsum etc etc
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lorem ipsum etc etc etc
NAME
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lorem ipsum etc etc etc
NAME
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lorem ipsum etc etc
NAME
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lorem ipsum etc etc etc
w h o . . . ?