| Level | 5 (0/14000 XP for level-up) |
| Background | Noble |
| Size | Medium |
| Species | Aasimar |
| Subclass | Undead Patron |
| Level | 5 |
| Hit dice | 5/5 |
| 1d8+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Quarterstaff | -2 | STR | 1d6-2 | |||
| Properties: Versatile | ||||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Leather coat | 12 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +2 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| -2 | Athletics | STR | |
| +4 | Deception | CHA | |
| +5 | History | INT | |
| +0 | Insight | WIS | |
| +7 | Intimidation | CHA | |
| +2 | Investigation | INT | |
| +0 | Medicine | WIS | |
| +5 | Nature | INT | |
| +0 | Perception | WIS | |
| +4 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +0 | Survival | WIS |
+6
Expertise Bonus |
+3
Proficiency Bonus |
Scholar's Pack - A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.
Quarterstaff
XL-Oversized Rüschenhemd
Ledermantel (12 AC)
Cape (dunkelgrün) bis zu den Füßen / mit Kapuze
1x Healpot 4d4+4
2 Dolche
Halbes Schachset
Knochen (Huhn)
3 Schnapsgläserinhalt in einer Phiole (Getränk unbekannt)
Ehering von Wache 3
Schlüpper von Wache 1
Zahngold (leicht blutig) von Wache 2
Dienstplakette von Wache 4
X-Ray-Monokel
Common, Celestial. Infernal
Kartenspiel-Proficency
Simple Weapons
Light armor
Lucky: You gain the following benefits.
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.
Darkvision. You have Darkvision with a range of 60 feet.
Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Eldritch Invocations:
Magical Cunning - You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Form of Dread: As a Bonus Action, you transform into an avatar of your patron’s dreadful power, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Facsimile of Life. You gain Temporary Hit Points equal to 1d10 plus your Warlock level.
Fearless Form. You have Immunity to the Frightened condition. If you are Frightened when you transform, the condition immediately ends for you.
Frightful Avatar. Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of your next turn.
Resilient (+1 CON & Saving Proficency)
Source: Player's Handbook
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Thirsting Blade
Source: Player's Handbook
Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
Source: Player's Handbook
You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.
When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block).
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Investment of the Chain Master
Source: Player's Handbook
Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.
Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.
Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
Custom Noble
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