Chip Witley | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Chip Witley

Celestial Warlock 3 Class & Level
Butler Background
Warforged Race
Lawful Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 11
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+5 Deception
+1 History
+0 Insight
+5 Intimidation
+3 Investigation
+0 Medicine
+1 Nature
+2 Perception
+3 Performance
+3 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Tool | Cook's Utensils Tool | Brewer's Supplies Language | Common Language | Elven Language | Infernal Language | Dwarvish proficiencies

 
14
Armor Class
23
Hit Points
+2
Initiative
30
Speed
Whip 1d20+2 1d4+2
Dagger 1d20+2 1d4+2
Light Crossbow 1d20+2 1d8+2
Attacks
Armor | Light Armor
Weapon | Simple Weapons
Proficiences
Sacred Flame | DC13 | 1d8
Hellish Rebuke | DC13 | 2d10
Cure Wounds | 1d8+3
Spellcasting
1 | Whip | 3
1 | Light Crossbow | 5
2 | Dagger | 1
1 | Leather Armor | 10
1 | Staff | 4
1 | Backpack | 5
1 | Book | 5
1 | Ink | 0
1 | Ink Pen | 0
10 | Parchment | 0
1 | Bag of Sand | 0
1 | Small Knife | 0
1 | Fine Clothes | 6
1 | Signet Ring | 0
Equipment
I am confident in my own skills and I will do what I want, even things that would hurt my master indirectly.
Personality Traits
People are born to serve others, or to serve something. Order of that must be preserved.
Ideals
Even if I am just a butler, I want others to see me as someone different than a servant.
Bonds
I can't prevent myself from prying into other people's secrets.
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Whip

Melee Weapon Finesse, Reach Common

Type Damage Damage Range Properties
Martial 1d4 Slashing Finesse, Reach

Cost: 2 gp Weight: 3 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

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

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


 

PHB, page 153. Available in the SRD.

Backpack

Adventuring Gear A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Common

Cost: 2gp Weight: 5lb


 

The statblocks of your class features

The Celestial


Hit Points

Hit Dice: d8 per The Celestial 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 powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.   Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.  

Expanded Spell List

The Celestial 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
1stCure Wounds, Guiding Bolt
2ndFlaming Sphere, Lesser Restoration
3rdDaylight, Revivify
4thGuardian of Faith, Wall of Fire
5thFlame Strike, Greater Restoration
 

Bonus Cantrips

At 1st level, you learn the Sacred Flame and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.  

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.   As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest.  

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.   Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Warforged

Ability Score Increase Con +2, One other of your choice +1
Size Medium
Speed 9m

Age. A typical warforged is between two an thirty years old. The maximum warforged lifespan remains a mystery. So far, warforged have shown no signs of deterioration du to age. You are immune to magical aging effects.   Alignment. Most warforged take comfort in order an discipline, tending toward law and neutrality. But some have absorbed the morality or lack thereof, of the beings which they served.   Size. Warforged are between 1,8 and 2 meters height and weigh about 130 kilograms. Your size is Medium.   Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  Sentry' Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.   Integrated Protection.  Your body has built-in defensive layers, which can be enchanced with armor.
  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.
  Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Languages. You can speak, read and write Common and one other language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

PHB, page 237

Eldritch Blast with Agonizing Blast & Repelling Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
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.


Agonzing Blast When you cast this cantrip, add your Charisma modifier to the damage it deals on a hit.

Repelling Blast When you hit a creature with this cantrip you can push the creature up to 10 ft. away from you in a straight line.
 
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

Player's Handbook

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components Verbal, Somatic


Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.   The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .

Class(es): Cleric

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

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.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

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

Level 1 Spells

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Sorcerer

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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