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Eldem

Warlock/Bard 9/1 Class & Level
Entertainer Background
Human Race
Neutral Good Alignment

Strength 12
+1
Dexterity 14
+2
constitution 13
+1
intelligence 14
+2
wisdom 11
+0
charisma 18
+4
Total Hit Dice 10
Hit Die 1d8+1
4 proficiency bonus
10 Passive perception
1 Strength
2 Dexterity
1 Constitution
2 Intelligence
3 Wisdom
7 Charisma
saving throws
6 Acrobatics
0 Animal Handling
6 Arcana
1 Athletics
7 Deception
6 History
0 Insight
7 Intimidation
2 Investigation
0 Medicine
2 Nature
0 Perception
7 Performance
7 Persuasion
2 Religion
2 Sleight of Hands
2 Stealth
0 Survival
skills
19
AC
73
Hit Points
1
Initiative
30ft
Speed
Common
Halfling
Acrobatics
Arcana
Performance
Deception
Persuasion
Intimidation
History
Drums
Flute
Disguise Kit
Proficiencies
NameBonusDamageType
Eldritch Blast 1d20+9 1d10+4 Force
Eldritch Blast 1d20+9 1d10+4 Force
Attacks

Cantrips


Eldritch Blast
Guidance
Minor Illusion
Mage Hand
Prestidigitation
Produce Flame
Spare the Dying
Vicious Mockery
Light

1st Level


Armor of Agathys
Charm Person
Faerie Fire
Healing Word
Identify
Sleep
False Life
Ray of Sickness

2nd Level


Hold Person
Invisibility
Blind/Deafen
Silence

3rd Level


Counterspell
Dispel Magic
Gaseous Form
Hunger of Hadar
Fly
Feign Death
Speak with dead

4th Level


Aura of Life
Blight
Death Ward
Spellcasting
Rod of the Pact Keeper: Adds +2 to all spell attacks and spell save DC.
Once per long rest, entreat patron to regain one warlock spell slot.


+1 Breastplate
Equipment

Personality Traits

Ideals

Bonds

Flaws

Warlock



Pact Magic

Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Eldritch Invocations

  • Aspect of the Moon: You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

  • Beguiling Influence: You gain proficiency in the Deception and Persuasion skills.

  • Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

  • Devils Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.



Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.

If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

Once you use this feature, you can't use it again until you finish a long rest.

Bard



Spellcasting

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Feats



Moderately Armored
Features & Traits

Created by

MrCandleguy.

Statblock Type

Character Sheet (2018)

Link/Embed