Nixxir Tomash | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Nixxir Tomash

Warlock 1 Class & Level
Sage Background
Dragonborn (Copper) Race
Chaotic Good Alignment

Strength 15
+2
Dexterity 8
-1
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
-1 Acrobatics
+0 Animal Handling
+3 Arcana
+2 Athletics
+3 Deception
+3 History
+0 Insight
+3 Intimidation
+3 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+3 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+0 Survival
skills Arcana, History, Religion, Investigation
  proficiencies

 
10
Armor Class
10
Hit Points
-1
Initiative
30
Speed
Quarterstaff 1d20+4 1d6+2
Quarterstaff (2Handed Versatile) 1d20+4 1d8+2
Dagger 1d20+4 1d4+2
Eldritch Blast 1d20+5 1d10
Chill Touch 1d20+5 1d8
Attacks
Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Languages: Common, Draconic, Elvish, Primordial

Proficiences
SPELLSLOTS: LVL1:1
SPELL SAVE DC: 13 (8+proficiency+charisma mod)
SPELL ATTACK: d20+prof+char mod
Uses staff as Arcane Focus
Regain Spell slots on short or long rest.
cantrips: chill touch, eldritch blast
1st level: charm person, dissonant whisper
Spellcasting
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp.
A simple quarterstaff with simple iron studs at the edges. It has a crude engraving of an eye and draconic runes that spell "All-Knowing" made by Nixxir (arcane focus).
Scholar's Pack (Backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, a little bag of sand, a small knife).
Leather Armor
Two Daggers.
Equipment
Curious, impatient and clumsy. Driven by knowledge above all.
Personality Traits
The Great Old One patron. Nixxir does not know the name or the appearance of the entity, and knows him just as a red eye.
The Patron usually leaves Nixxir to his own, unless he requires to influence some happening in the world, in which case he will communicate with visions in his mind.
Whenever this happens Nixxir feels pulled towards whatever the vision showed.
The pact made one of his eyes a darker tone of red than the other, resembling the color of the eye he believes belongs to his patron.

Bonds
6'11'' (2.10m) ; 231 lbs. (105kg), 23 years old.
Nixxir is tall, slender and muscular.
He has a long face, with red eyes and a short, trimmed black beard.
Usually wears colorful but simple robes.
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

The Great Old One


Hit Points

Hit Dice: d8 per The Great Old One level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.  

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell LevelSpells
1stDissonant Whispers, Tasha's Hideous Laughter
2ndDetect Thoughts, Phantasmal Force
3rdClairvoyance, Sending
4thDominate Beast, Evard's Black Tentacles
5thDominate Person, Telekinesis
 

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn Traits

Ability Score Increase Your Strength score increases by 2, and your Charisma score increases by 1.
Size Medium
Speed 30 ft

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach Adulthood by 15. They live to be around 80.   Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.   Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Scale colorDamage typeRange
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

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.
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): Warlock

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

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 a Wisdom 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

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


Created by

Denoots.

Statblock Type

Character Sheet (Legacy)

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