Level 3
2542/ 2700 --> level 4
Acolyte

RACE | Tiefling |
|---|---|
CLASS | Warlock, Pact of the Fiend |
Proficiency Bonus | 2 |
|---|---|
PASSIVE PERCEPTION (Wisdom) | 11 |
PASSIVE INSIGHT | 13 |
PASSIVE INVESTIGATION | 12 |
Resistance to Fire damage
Darkvision 60 ft
Tipsy
Score | Roll | Saving Throw | |
|---|---|---|---|
STR | 6 | 1d20-2 | 1d20-2 |
DEX | 13 | 1d20+1 | 1d20+1 |
CON | 15 | 1d20+2 | 1d20+2 |
INT | 14 | 1d20+2 | 1d20+2 |
WIS | 12 | 1d20+1 | 1d20+3 |
CHA | 17 | 1d20+3 | 1d20+5 |
Weapon | To Hit | Damage |
|---|---|---|
Sickle | 1d20 | 1d4-2 Slashing |
Dagger | 1d20+3 | 1d4+1 Piercing |
Quarterstaff (1 hand) | 1d20 | 1d6-2 Bludgeoning |
Quarterstaff (2 hand) | 1d20 | 1d8-2 Bludgeoning |
Acrobatics | 1d20+1 | Medicine | 1d20+1 |
|---|---|---|---|
Animal Handling | 1d20+1 | Nature | 1d20+2 |
Arcana | 1d20+4 | Perception | 1d20+1 |
Athletics | 1d20-2 | Performance | 1d20+3 |
Deception | 1d20+5 | Persuasion | 1d20+3 |
History | 1d20+2 | Religion | 1d20+4 |
Insight | 1d20+3 | Sleight of Hand | 1d20+1 |
Intimidation | 1d20+3 | Stealth | 1d20+1 |
Investigation | 1d20+2 | Survival | 1d20+1 |
Personality Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen Nothing can shake my optimistic attitude.
Ideals: Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
Bonds: I would die to recover an ancient relic of my faith that was lost long ago
Flaws: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
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 (minimum of 1).
You have resistance to Fire damage
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.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
You can read all writing
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. 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 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.
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. Charisma is your spellcasting ability for these spells.
Hitpoints: 24 / 24
Temp HP:
AC: 12
Hit Dice: 3 / 3d8
Initiative: d20+1
Alignment: Chaotic Neutral
Alchohol score: 2
Movement
Walking speed: 30ft
Climbing speed: 15ft
Swimming speed: 15ft
Crawling speed: 15ft
Jumping
Long jump: 6ft
High jump: 0ft
Languages: Celestial, Common, Infernal, Abyssal
Armor: Light armor
Weapons: Simple Weapons
Tools:
Other:
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