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About Azayzel GossamarOffense:
Initiative = +2
Speed = 30' Spell save DC = 13
Melee Dagger = +5 (1d4+3)
Ranged Dagger = +5 (1d4+3)
Defense:
HP = 21
AC = 13 Saves Str = 0
Warlock Class Abilities:
Otherworldly Patron: The Fiend
Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (+6). Pack of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose 3 cantrips from any class's spell list. While the book in on your person, you can cast those cantrips at will. . If you lose your Book od 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. Evocations: Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. Repelling Blast: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Skills:
Acrobatics +2 Animal Handling +2 *Arcana +2 Athletics +1 Deception +4 *History +2 Insight +2 *Intimidation +4+2 Investigation +0 Medicine +2 Nature +0 Perception +2 Performance +4 *Persuasion +4+2 Religion +0 Sleight of Hand +3 Stealth +3 Survival +2 * = trained
Equipment:
Armor = Leather Weapon = Quarterstaff Weapon = dagger x2 Weapon = Crossbow, Light (20 bolts) Arcane Focus = Crystal Backpack --Scholar's Pack
Coin purse (42gp, 1 ep, 11sp, 13cp)
Spells:
Spell save DC = 13
Spell attack modifier = +5 Cantrips Eldritch Blast (warlock): Evocation
. A beam of crackling energy streaks toward a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Mage Hand (warlock): Conjuration
. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
Shilelagh: (pact of the tomb) Transmutaion
. The wood of a club or quarterstaff you are holding is imbued with natur's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. Thaumaturgy: (pact of the tome) Transmutation
. You manifest a minot wonder, a sign of supernatural power, within range. You creat one of the following magical effects within range: -- Your voice booms up to three times as loud as normal for 1 minute.
. If you cast this spell multiple times, you can have up to 3 of it's 1-minute effects active at a time, and you can dismiss such an effect as an action. Mending (pact of the tomb) Transmutation
. This spell repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it., leaving no trace of the former damage.
1st Level (2/2 available) Comprehend Languages: Divination (ritual)
. For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
Hellish Rebuke: Evocation
. 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. Unseen Servant: Conjuration
. This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
2nd Level Invisibility: Transmutation
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