ZachCat Character in Verum | World Anvil

ZachCat

Dhax

Species
Children
Height
5'10"
Weight
140
Known Languages
Common and Sylvan

Dhax

Satyr Race
Peakfolk Origin
Warlock 6 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 16
+3
wisdom 11
+0
charisma 17
+3
Total Hit Dice
Hit Die
1d+1
+0 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+3 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+5 Arcana
+0 Athletics
+5 Deception
+3 History
+2 Insight
+5 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+5 Nature
+2 Perception
+5 Performance
+5 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
36
Hit Points
+2
Initiative
30ft
Speed
Attacks
Cantrips:
Eldritch Blast
Booming Blade

Wizard Cantrip:
Prestidigitation

Spells:
Level 1:
Armor of Agathys
Sleep

Level 2:
Invisibility
Mind Spike
Misty Step
Shatter

Level 3:
Thunder Step
Fly




Spellcasting
Scimitar
Leather Armor
Scholar's Pack
Runed Skull

Wand of Dreams

Once per long rest you may enter a dream, if you do so you can learn secrets of the sleeping as well as convey a message, this item has a range of 1000ft.
Equipment
The Mad Man
Stat Array
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Once you use this feature, you can't use it again until you finish a short or long rest.
_
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Eldritch Invocations:
Agonizing Blast
Improved Pact Weapon
Class/Racial Features & Traits

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