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5 Level (0/14000 XP for level-up) Sailor Background Plasmoid Race / Species / Heritage True Neutral Alignment
Warlock
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR 17

+3

DEX 12

+1

CON 16

+3

INT 8

-1

WIS 8

-1

CHA 15

+2

43
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Tentacle of the Deeps
3 / 3
Pact of the Talisman
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+2 Deception CHA
-1 History INT
-1 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
-1 Medicine WIS
-1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ball & Chain +6 STR 2d8+3 bludgeoning
 Two-Handed
Trident +6 STR 2d6+3 piercing
 Thrown (range 20 ft/60 ft), Versatile
Trident (Versatile) +6 STR 2d8+3 piercing
The Big Flick +6 STR 2d12+8+3 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward Action Self 1 round VS
 Notes:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
True Strike Action 30 ft Concentration, up to 1 round S
 Notes:You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Green-Flame Blade +5 Action Self (5 ft) Instantaneous SM
 Notes:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap 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 certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Create or Destroy Water Action 30 ft Instantaneous VSM
 Notes:You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Distort Value 1 minute Touch 8 hours V
 Notes:Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Hellish Rebuke Reaction 60 ft Instantaneous 2d10 + VS
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Invisibility Action Touch Concentration, up to 1 hour VSM
 Notes: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.
Misty Step Bonus action Self Instantaneous V
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Fathomless Warlock


Tentacle of the Deeps
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet 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 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea
You gain a swimming speed of 40 feet, and you can breathe underwater.

Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, 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 amulet. The talisman turns to ash when you die.

Eldritch Invocations


Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Sailor


I'll Patch It!
Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

Plasmoid


Creature Type
You are an Ooze.

Amorphous
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.

Darkvision
You can see in dim light within 60 feet of yourself 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.

Hold Breath
You can hold your breath for 1 hour.

Natural Resilience
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.

Goopy Skill Tree


Matter Transfer - Solid
Transform into a solid state, gaining +7 AC, a resistance to piercing damage, and losing 20 movement speed while active. Bludgeoning damage has a chance to break the form.

Sticky Arms
Extend your arms to range grapple of up to 4 different targets up to 10 feet away - this grapple can combo with other skills into 1 action in combat. Fling targets like a lasso.

The Big Flick
Grow your hand to comedically large size, attacking with your strength mod and dealing 2d12+8 bludgeoning damage. Targets become stunned and fly back 4d20+10 feet.

Symbiosis
Merge with a willing ally as an article of clothing. You take your turn in combat with your ally, and any action you spend is treated as a held action, holding priority over enemies. You maintain stealth unless revealed. Any action spent to assist your merged ally is at advantage. Symbiosis can be upscaled with other Goopy skills to benefit both the plasmoid user as well as their ally. Activate Perfect Symbiosis to surrender your actions to your ally, granting them your full health, bonuses, and buffs.

Feats


Street Justice
You gain the following benefits:
  • Ability Score Increase: Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Headlock: Your allies have Advantage on attack rolls against a creature Grappled by you.
  • Sturdy Knot: When you Grapple a creature, add your Proficiency Bonus to the DC to escape.
  • Tough Talk: A creature's attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.

  • Features & Traits
    Leather Armor
    Arcane Orb
    Backpack
    Crowbar
    Hammer
    10 Pitons
    10 Torches
    Tinderbox
    10 Days of Rations
    Waterskin
    Hempen Rope (50 ft)
    Common Clothes
    Silk Rope (50 ft)
    Belt Pouch
    Ocean Talisman

    Equipment Copper: 10, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    Languages


    Common
    Aquan

    Proficiencies


    Weapons: Simple weapons
    Armor: Light armor
    Tool: Navigator's tools
    Vehicle: Sailing Ship

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

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