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Gimble "DoubleLock" Timbers

Warlock 3 Class & Level
Urchin Background
Gnome Race
Lawfull Neutral Alignment

Strength 9
-1
Dexterity 12
+1
constitution 15
+2
intelligence 14
+2
wisdom 10
+0
charisma 15
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+0 Arcana
-1 Athletics
+2 Deception
+4 History
+0 Insight
+2 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+2 Perception
+2 Performance
+2 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills Sleight of Hand, Stealth, History, Perception proficiencies

 
11
Armor Class
24
Hit Points
+1
Initiative
25 ft
Speed
Unarmed 1d20-1 1
Knife 1d20+3 1d4+3
Dagger (20-60ft) 1d20+3 1d4+3
Staff 1d20+1 1d6+1 1d8+1
Javelin (30-120ft) 1d20+3 1d6+3
Eldritch Blast (120ft) 1d20+4 1d10
Shatter (60ft - 10ft r)Con Save (Constructs at Dissadv') 3d8
Whispers (60ft)Wis Save 4d6
Attacks
Tinkerer Tools, Disguise Kit, Thieve's Tools, Light Armor, Simple Weapons.
Proficiences
[Cantrips]
-Eldritch Blast.
-Prestidigitation.
[2nd lv Spells]
-Find Familiar*
-Shatter
-Dissonant Whispers
-Crown of Madness
-Mirror Image
Spellcasting
-Small Knife
-A Map of the City you Grew up in
-A Pet Mechanical Bird (Lissy)
-A greenish palm-sized Stone, with the image of a Dragon carved in one Side, and a Human on the other.
-10gp
-Arcane Focus
-Leather Armor [AC: 11]
-2 Daggers
-Quarterstaff
-Javelin
-Backpack
-Crowbar
-Hammer
-10 Pitons
-10 Torches
-Tinderbox
-10 Rations of Food
-Waterskin
-50 feet of henpen rope
Equipment
-I sleep with my back to a wall, with everything I own in a Bundle in my Arms.
-I eat like a Pig and have Bad Manners.
Personality Traits
People: I help those who help me, that's what keeps us alive.
Ideals
I owe my life to another Urchin, who taught me how to Live on the Streets.
Bonds
I'd rather kill someone on their Sleep than fight fair.
Flaws
-60ft Darkvision
-Gnome Cunning: Adv on Savings against Cha, Wis or Int spells.
-Artificer's Lore: On History checks retaled to Magic Items, Alchemical Object or Tech devices double Proficiency.
-Tinker: With Tools, 1 Hour and 10gp can create a Toy (Mooves 5ft in Random Directions and makes Sound), Flame Starter (Insta-Tinderbox) or Music Box (Just Music). Stops working after 24h, spend 1 hour on Repairs or Dismantle to get Parts Back.
-City Secrets: Moove twice as fast on Cities.
-Awakened Mind: Telepathy up to 30ft, no need to Share Language, but must Speak one al least.
-*Armor of Shadows: "Mage Armor" at Will
-*Voice of the Chain Master: No limit on distance for Familiar Perception (except other Realms), can Speak with your voice thru them.
-Pact of the Chain: Learn "Find Familiar", it can also be an Imp, Quasit, Sprite or Dragon, you can forgo Atk and let the Familiar do so.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Intelect Devourer (Familiar) CR: 1

Tiny aberration, lawful evil
Armor Class:
Hit Points: 10hp
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

6 -2

DEX

14 +2

CON

13 +1

INT

12 +1

WIS

11 +0

CHA

10 +0

Skills: Perception +2, Stealth +4
Condition Immunities: Blinded
Senses: Blindsight 60ft (Blind beyond that Radius)
Languages: Understands Deep Speech but can't speak, Telepathy 60ft
Challenge Rating: 1

Detect Sentience: The Devourer can sence the Presence, but not the Location, of any creature withing 300ft possesing an Inteligence Score of 3 or Higher, regardless of interposing Barriers, unless the Crature is protected by a Mind Blank spell.

Actions

Devour Intelect: The Devourer targets one Creature it can see within 10ft of it that has a Brain. The Target must succeed on a DC 12 Wisdom Saving Throw against this Magic or take 1d10 Psychic Damage. Also on a Failure roll 3d6: If the total Equals or Exceeds the Target's Inteligence score, that socre is reduced to 0. The Target is stunned untill it Regains at least One Point of Inteligence.   Body Thief: The Devourer initiates an Inteligence Contest with an Incapacitated Humanoid is can see within 5ft of it. If it Wins said contests, the Devourer magicaly consumes the Target's Brain, teleports into the Target's Skull, and Takes Control of the Target's Body. While inside a Creature the Devourer has Total Cover against attacks and other effects originating from Outside the Host's Body. The Devourer retains its Inteligence, Wisdom and Charisma scores, as well as its Understanding of Deep Speech, Telepathy, and Traits (Detect Sentience). It otherwise takes the Host's statistics. It knows anything the Creature Knew, including Spells and Languages, but forgets them once it Exits the Host body. If the Host drops to 0Hp, the Intelect Devourer must Leave it. A Protection from Evil and Good spell cast on the Body also drives the Devourer out. The Devourer is also Forced out if the Host regains it's missing Brain by means of a Wish. By spending 5ft of its Moovement the Devourer is capable of Voluntairly exit the Body, appearing in an Unnocupied Space within 5ft of the Body. The body, in any of this Chases, dies unless it's Brain is restores within One Round.

An Intelect Devourer, whose crust arround it's brain posseses a coloration and consistency similar to Quick Silver, and whose Paws seem to be constructed from Mechanical Components powered by unknown means.

Suggested Environments

Usually found near Gimble, hidden from Sight, or appearing as his not-sentient Mechanical Bird.

Statblocks for your spells.

Level 0 Spells

PHB

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft
Duration Concentration, instant
Components V, S

beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Wizard

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Player's Handbook

Dissonant Whispers

1-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Bard

Level 2 Spells

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Crown of Madness

2-level Enchantment

Casting Time 1 Action
Range 120ft
Duration up to 1 Minute
Components V, S

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oathbreaker), Rogue (Arcane Trickster)

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

BradRiolu.

Statblock Type

Character Sheet (Legacy)

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