5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Light Crossbow | +4 | 1d8+2 piercing | 80/320 | |
Spear | +4 | 1d6+2 piercing | 20/60 | |
Dagger | +4 | 1d4+2 piercing | 20/60 |
Racial
Darkvision 60ft - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Class
Expanded Spell List (Great Old one): The following spells are added to the warlock spell list for you: 1st: Dissonant Whispers, Tasha's Hideous Laughter. 2nd: Detect Thoughts, Phantasmal Force. 3rd: Clairvoyance, Sending. 4th: Dominate Beast, Evard's Black Tentacles. 5th: Dominate Person, Telekinesis
Awakened Mind:Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward: At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
[b]Darkvision[/b] 60ft - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
[b]Hellish Resistance:[/b] You have resistance to fire damage.
[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
[b]Class[/b]
[b]Expanded Spell List (Great Old one):[/b] The following spells are added to the warlock spell list for you: 1st: [spell]Dissonant Whispers[/spell], [spell]Tasha's Hideous Laughter[/spell]. 2nd: [spell]Detect Thoughts[/spell], [spell]Phantasmal Force[/spell]. 3rd: [spell]Clairvoyance[/spell], [spell]Sending[/spell]. 4th: [spell]Dominate Beast[/spell], [spell]Evard's Black Tentacles[/spell]. 5th: [spell]Dominate Person[/spell], [spell]Telekinesis[/spell]
[b]Awakened Mind:[/b]Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
[b]Entropic Ward:[/b] At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Spear
2 Daggers
Leather Armor
20 Bolts
Component Pouch
Dungeoneer's Pack
Languages: Common, Orc
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