Remove these ads. Join the Worldbuilders Guild

Kath'ranis Mirkblood

Eladrin Race
Badlands Banshee Born Origin
Undying Warlock 2 Class & Level
True Neutral Alignment
Lorn Deity
The Great Coven Faction
Warlock Rank/Position
0 Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 10
+0
wisdom 10
+0
charisma 13
+1
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+4 Dexterity
+5 Constitution
+2 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+1 Deception
+2 History
+0 Insight
+1 Intimidation
+0 Investigation
+0 Martial
+2 Medicine
+0 Nature
+2 Perception
+1 Performance
+1 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
1
MV
0
Prestige
1
Attunement Slots
12
Armor Class
29
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Light Crossbow 1d20+2+2 1d8+2 Piercing(80/320 ft.)Ammunition, Loading, Two-Handed
Eldritch Blast 1d20+2+1 1d10 Force120 ft.
Arcane Focus - Staff 1d20+2 ( 1d6 / 1d8 )Bludgeoning5 ft.Versatile
Attacks
ProficiencySource
Saving Throws
WisdomWarlock
CharismaWarlock
Skills
ArcanaWarlock
HistoryWarlock
MedicineLorn
PerceptionEladrin
Weapons & Armor
Simple WeaponsWarlock
Light ArmorWarlock
Tools
Alchemist's SuppliesGreat Coven
Cook's UtensilsGreat Coven
Languages
Common (Wastes)Badlands
Elven (Nomad)Eladrin

Proficiences
Known Spells = 3

Spell Save DC = 11

Spell Attack Bonus = 3


Cantrips
Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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.


Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Armor of Agathys
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.


Expeditious Retreat
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Ray of Sickness
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Spellcasting
QuantityItemWeight
Weapons
2Dagger2 lbs
1Handaxe2 lbs
1Light Crossbow5 lbs
20Crossbow Bolt30 lbs
Armor
1Leather Armor10 lbs
Items
1Arcane Focus - Staff4 lbs
1Backpack5 lbs
1LORE BOOK5 lbs
1Bottle of Ink---
1Ink Pen---
10Parchment---

Equipment
The Great Coven
Faction
Specialist - 11/12/17/10/10/12
Stat Array
Race, Origin, Deity, Faction, Class
Elf (Eladrin)
  • +2 DEX
  • +1 CHA


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 can't discern color in darkness, only shades of gray.


Keen Senses
  • You have proficiency in the Perception skill.


Fey Ancestry
  • You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Trance
  • Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Fey Step
  • As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.


Badlands
  • +10 Max HP
  • +2 to all Saves


Banshee Born
  • Whenever you would take a short rest you are healed an amount equal to your constitution modifier.


Lorn
  • Lip Service: Proficiency with Medicine.


The Great Coven
  • +2 CONcap
  • Proficiency with:
    • Alchemist Supplies
    • Cook's Utensils

  • Dark Gift
    • Armor of Shadows Eldritch Invocation


Warlock
  • Proficiency with:
    • Light Armor
    • Simple Weapons
    • Wisdom Saving Throws
    • Charisma Saving Throws
    • Arcana
    • History


Level 1
Warlock 1

Otherworldly Patron: The Undying
  • Among the Dead
    • 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.
    • 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.


Level 2
Warlock 2

Eldritch Invocations
  • Eyes of the Rune Keeper
    • You can read all writing.

  • Fiendish Vigor
    • You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Goon.

Statblock Type

Verum Character Sheet

Link/Embed