Nicrates Zeppeli | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Nicrates Zeppeli

Warlock: The Genie 1 Class & Level
Dolten:Fae-Lost Background
Tiefling (Fierna) Race
CN Alignment

Strength 8
-1
Dexterity 12
+1
constitution 15
+2
intelligence 8
-1
wisdom 16
+3
charisma 18
+4
Total Hit Dice 10
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Insight, Perception, Deception, Interrogation proficiencies

 
12
Armor Class
10
Hit Points
+0
Initiative
30
Speed
Light Crossbow 1d20+1 1d8+1
Spear 1d20-1 1d6-1(1d8-1)
Attacks
Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Wisdom, Charisma
Proficiences
Spell save DC=8 +2 +4

Spell attack modifier=2+4
Spellcasting
• Spell-casting Focus: Flaming crystal orb embedded in place of my left eye, usually hidden under eye patch.
• Light Crossbow/ 20 bolts
• Component Pouch
• Scholar's Pack
• Leather Armor
•Simple Weapon
•2 Daggers
Equipment
Darkvision. 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.

Hellish Resistance. You have resistance to fire damage.



Features & Traits

Heroes Enabled

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Tiefling (Fierna)

Ability Score Increase +2 Cha, +1 Wis
Size Medium
Speed 30ft

Lore A master manipulator, Fierna grants tieflings tied to her forceful personalities.   Age: 22   
Alignment: Chaotic Neutral

   Size:6'2", ~190-220lbs.   Darkvision. 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.

   Hellish Resistance. You have resistance to fire damage.

   Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion 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.

Languages. Read, speak, & write Common and Infernal


10Know the Friends cantrip
30Can cast Charm Person as 2nd level spell 1x per long rest
50Can cast Suggestion spell 1x per long rest

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Level 0 Spells

PHB: P. 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 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 1*D10 force damage.
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.
Available for: Warlock

PHB: P. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
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. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB: P. 244

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: V, M
Materials: a small amount of makeup applied to the face as this spell is cast
Duration: Concentration, Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you.
When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Puppet

1-level Enchantment

Casting Time 1 action
Range 120 ft.
Duration Instantaneous
Components V

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Class(es): Bard, Warlock, Wizard

Unearthed Arcana

Id Insinuation

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V, S

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

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

Player's Handbook

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V,S

You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

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Character Sheet (Legacy)

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