GunMan2
Member
Name: Alastor Esotopes
Class: Warlock of the fathomless( level 3)
Race: Hill dwarf
Male
Alignment: Lawful Neutral
Attributes:
STR: 9/ -1
DEX: 12 / + 1
CON: 12 + 2 = 14 / +2
INT: 10/ +0
WIS: 11 + 1 = 12 / +1
CHA: 16/ + 3
HP: 27/27
Hit Dice: 3d8
AC: 12
Proficiency bonus: + 2
Spell Save DC: 13
Spell Attack Bonus: +5
Spell
Level 1: 1
Level 2: 4
Attacks and Weapons
Crossbow, light: + 3 to hit, 1d8+1 Piercing
Dagger: +3 to hit, 1d4 + 1 piercing
Light hammer: + 1 to hit, 1d4 + 1 Bludgeoning
Eldrich Blast: +5 to hit, 1d10
Thorn whip: +5 to hit, 1d6
+ 1- Acrobatics
+1 -Animal Handling
+2 -Arcana(p)
+1- Athletics
+5 Deception (p)
+0 History
+ 1-Insight
+3 -Intimidation
+0 -Investigation
+1 -Medicine
+0 -Nature
+1 -Perception
+3 -Performance
+3 -Persuasion
+0 -Religion
+3 -Sleight of Hand (p)
+3 -Stealth (p)
+1 -Survival
Armour:
Light armor
Weapons:
Battleaxe, Simple Weapons, Warhammer
Tools:
Disguise Kit, Smith's Tools, Thieves' Tools
Language:
Common, Dwarfish.
Warlock Features
Pact Magic
You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus as a spellcasting focus
Tentacle of the Deeps: Attack
When you create or move the tentacle, you can make a melee spell attack against one creature within 10 ft. of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 ft. until the start of your next turn.
Tentacle of the Deeps: Move
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
Tentacle of the Deeps: Summon
As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 ft. of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 ft. of it.
Use 2/long rest
Gift of the Sea
You gain a swimming speed of 40 feet, and you can breathe underwater.
Eldritch Invocations
You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Disguise Self(1st)
Eyes of the Rune Keeper
You can read all writing.
Pact Boon
Your otherworldly patron bestows a gift upon you for your loyal service.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows that grants you additional cantrips that don't count against your number of cantrips known. If you lose the book, you can perform a 1-hour ceremony to receive a replacement during a short or long rest.
Message(Cantrip)
Thorn Whip(Cantrip)
Toll the Dead(Cantrip
Racial Features
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.
Smith's Tools
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Spell Save DC: 13
Spell Attack Bonus: +5
Pact Spells: [ ] [ ]
Cantrips
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.Conjuration Cantrip
Casting Time:1 action
Range/Area: 30ft.
Components: V, S, M(a living flea)
Duration: Instantaneous
Attack/Save: CON 13
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Transmutation Cantrip
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S, M(a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.Casting: At Will
Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M( the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.Casting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Instantaneous
Attack/Save: WIS 13
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.
Level 1 spells
Cast: at will
Casting Time: 1 action
Range/Area: 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.
Level 2
Cast at: level 2
Targets: 2
Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: WIS 13
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.Casting Time:1 action
Range/Area: 60ft./5ft. [ ]
Components: V, S, M(a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.Casting Time:1 minute
Range/Area:Touch
Components:S, M(a lead-based ink worth at least 10 gp, which the spell consumes)
Duration:10 days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.Level 2 Necromancy
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: CON 13
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
[/Spoiler]
Crowbar
Hammer
Piton
Rope Hemped (50 Feet)
Tinderbox
Torch
Waterskin
Orb
Small Knife
Alstor used to be a humble blacksmith working in his forge to support himself and his beloved, Mickhra. His work was well known in the lower district but finding work was quite difficult for a dwarf in this city especially as his kind is considered to be nothing but the bottom of the barrel. In order to get away from the city he was slowly but surely he was getting enough to buy a ticket to a new life outside the city.
One day, a dragonborn noble and his elf wizard subordinate entered his shop to request he make a sword for them out certain kind of ore. To this day, Alastor did not know why he agree to make but make it he did. He spent countless night by the forge forging the sword, as days went by he could hear odd voices call to him, telling him some sort of secrets that his mind could not understand. The voices subsided when he finished the sword and the noble comes into his shop to take his new possession. The blacksmith showed the blade for the noble to appraise. He handed the blade as he asked the noble for payment of the blade. Last thing he saw was the noble laughing, refusing to pay and cut him down.
At the brink of death he stood in front of his dwarwen ancestors or at least he believed. They told him of what had happened to his shop and his wife and that the noble had tricked him as the wizard had him under his spell. He was offered the chance to go back and claim his revenge but at an unnamed price and that day Alastor the blacksmith cease to be and Alastor Entropes rose to seek those that ended him and claim them for the abyss.
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