Remove these ads. Join the Worldbuilders Guild
Nadheer el-Kharim
Level 3 (0/2700 XP for level-up)
Background Noble
Size Medium
Species Eladrin
Warlock
Subclass Fathomless
Level 3
Hit dice 3/3
1d8+1

STR 8
-1
STR save: -1
DEX 10
+0
DEX save: +0
CON 12
+1
CON save: +1
INT 14
+2
INT save: +2
WIS 15
+2
WIS save: +4
CHA 16
+3
CHA save: +5

Initiative (DEX)
+0
Speed
30
Heroic Inspiration
Armor Class (AC)
11
Leather Armour
Hit Points
27 / 27
Death Saves
Succeeded
Failed
Conditions
n/a
Exhaustion


Spellcasting
Attack mod
+5
Ability
CHA
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d6 Piercing
 Finesse, light, thrown (range 20/60)
Sickle +2 DEX 1d6 Slashing
Cursed Tentacle +5 CHA 2d6 Bludgeoning/Psychic
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armour 11
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+5 Deception CHA
+4 History INT
+4 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
+4 Dragonchess Set INT
+4 Poisoner's Kit INT
+4 Jeweler's Tools WIS
+5 Dice Set CHA

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast
+5
Action 120 feet Instantaneous 1d10 Force V,S
Prestidigitation
+5
Action 10 feet 1 Hour V,S
 Notes:   Sensory Effect, Fire Play, Clean or Soil, Minor Sensation, Magic Mark, Minor Creation
Message
+5
Action 120 feet 1 round S,M
Shape Water
+5
Action 30 feet Instantaneous or 1 hour S
 Notes:   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Moment to Think
+5
Bonus Action Self Instantaneous V
 Notes:   This spell can physically repair a magic item, but it can't restore magic to such an object.

Level 2 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Arms of Hadar
+5
Action Self (10 ft radius) Instantaneous 2d6 Necrotic + V,S
 Notes:   Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 44, Platinum: 0
Treasure and Equipment
Origin: Dragonchess Set, Fine Clothes, Perfume, 29 GP
Class: Leather Armor, Sickle, 2 Daggers, Arcane Focus (Walking Stick), Book (occult lore), Scholar's Pack, and 15 GP
Proficiencies, Languages, and Talents
Noble Background:
Skilled: Poisoner's Kit, Insight, Deception
History, Persuasion, Dragonchess Set


Eladrin:
Perception
Jeweler's Tools, Dice Set
Common, Elvish

Warlock:
Arcana, Religion
Features & Traits

Noble Background



  • Feat: Skilled

  • Skill Proficiencies: History, Persuasion

  • Tool Proficiency: Choose one kind of Gaming Set

  • Equipment: Dragonchess Set, Fine Clothes, Perfume, 29 GP


Eladrin



  • Ability Scores: Choose any +2; choose any other +1 (CHA +2 INT +1)

  • Creature Type: Humanoid

  • Size: Medium

  • Speed: 30 feet

  • Choose your eladrin's season: Spring

  • Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

  • Darkvision. 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.

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + Charisma Modifier

  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

  • Keen Senses. You have proficiency in the Perception skill.

  • Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

  • Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

  • Origin Feat: Skilled: Poisoner's Kit, Deception, Insight


Warlock



  • Primary Ability: Charisma

  • Hit Point Die: D8 per Warlock level

  • Hit Points at Level 1: 8 + Con. modifier

  • Hit Points per additional Warlock Level: D8 + your Con. modifier, or, 5 + your Con. modifier

  • Saving Throw Proficiencies: Wisdom,Charisma

  • Skill Proficiencies: Choose 2: [Arcana], Deception, History, Intimidation, Investigation, Nature, or [Religion]

  • Weapon Proficiencies: Simple weapons

  • Armor Training: Light armor

  • Starting Equipment: Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP

Spellcasting

Pact Magic



  • Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class's description.

  • Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

  • When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

  • Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

  • For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

  • Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

  • The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

  • If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

  • Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

  • Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

  • Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.


Backstory
A wily, scrupulous man who deals with the darker side of nobility, serving as a sanctioned Warlock.
Allies & Organizations
People that can make me money are useful

Faction : The Noble Concord - Count Ebontide

(Venti) Mary Leviticus - Druid Informant useful for learning about the ins and outs of the city.

(Storm) Qrin Cinereo - Main man for gadgets and gizmos, usually a bomb of some sort.

(Madman) Solomon - "Accidently" punched in the face and roped him into the job in the guise of apologising.
Adventuring Motivation
As long as money can be used to purchase another's loyalty. It rules the world

A man who is attracted to a wealthy, lazy lifestyle. He takes jobs to fund his spending. He has a sarcastic sense of humour and often does not appear to be taking most situations seriously.

Wordly pleasures can lead to rash financial decisions.
Petty. Whilst not outwardly so; will often find subtle ways to get back at people
Notes
Name: Nadheer el-Kharim

Age: 334

Race: Eladrin

Parent Status: Deceased. They died in his 200s. Caught in the crossfire of a revolt

Sibling Status: None

Birth Order: Firstborn

Life Events


Born into a family of lesser nobles of good repute. Lived a relatively normal if not modest life, he often skipped studies and would relax in the lower reaches of Ansnard. Fortunately he had been oustide the estate during Arlen's rebellions and had not got caught up in the chaos that resulted in his family's death.

Became jaded after his family's death, comparing their deaths to their disparity in wealth. More money = More safety

Any Rival/Ally


(Venti) Mary Leviticus - Druid Informant useful for learning about the ins and outs of the city.
(Storm) Qrin Cinereo - Main man for gadgets and gizmos, usually a bomb of some sort.
(Madman) Solomon - "Accidently" punched in the face and roped him into the job in the guise of apologising.

Arlen (His parents were killed by one of his raids).
House Duskwind - Allied Noble House
Frenemies: The Cog
Enemies: Gilded Exchange - The People's Guild

Goals



Short-Term: Do something funny. Like punch a priest

Mid-Term: Earn enough money where he can live without work and in relative safety.

Long-Term: The ones with the most wealth are the problem. Kill them socially

Backstory: A wily, scrupulous man who deals with the darker side of nobility, serving as a sanctioned Warlock for house Ebontide. Once the son of noble parents; their deaths forced him turn to a higher ranking noble power in hopes they make his goals easier to accomplish.

He does dirty work for Count Ebontide, his contracted patron. Using his honeyed words to trick, threaten, and manipulate, his enemies. Granted, alongside accursed, magic was both the boon and bane of a tentacle like appendage, replacing his left arm. Whilst he finds the appearance disconcerting, it does have it uses.

He is very familiar with Ansard. A fellow who often spent his time philandering rather than learning; mostly because he found school far too boring and easy. Said knowledge is useful in his less than savoury escapades.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.02, made by Tillerz - Updated: 2024-11-22

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" with a large format like A3.
Then print the resulting PDF to whichever format you need with "fit to page" selected.

Created by

OmegaSlant.

Statblock Type

Character

Link/Embed