Class & Level

Warlock of the Fiend Lvl3

Species

Asmodeus Teifling

Background

Drifter

Alignment

______________

Strength

8

-1

Dexterity

16

+3

Constitution

14

+2

Intelligence

12

+1

Wisdom

10

+0

Charisma

18

+4

15

Armour
Class

+3

Initiative
Bonus

30

Movement
Speed

23

Max Health Points

Saving Throws

Strength

-1

Dexterity

+3

Constitution

+2

Intelligence

+1

Wisdom

+2

Charisma

+6

+2

Proficiency
Bonus

CHA

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+0

Arcana Int

+4

Athletics Str

-1

Deception Cha

+6

History Int

+1

Insight Wis

+0

Intimidation Cha

+6

Investigation Int

+1

Medicine Wis

+0

Nature Int

+1

Perception Wis

+0

Performance Cha

+4

Persuasion Cha

+4

Religion Int

+1

Sleight of Hand Dex

+3

Stealth Dex

+5

Survival Wis

+4

Traits & Gear

Traits

Growing up in the city slums, you were just another unwanted Tiefling. You learned quickly to use your wits and cunning. Word of your skill reached the ears of even the king of hell Asmodeus, and now you serve him by tracking down targets with your trusty Hell Bloodhound. This work is rare, so in your spare time you earn a living as a contractor.

  • 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. (half damage)

Equipment & Money

Padded Armour.

Ornate dagger: used for spellcasting. melee attack +5 to hit – 1d4+3 damage.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Dark One's Blessing

When you reduce a hostile creature to 0 hit points, you gain 7 temporary hit points.

Pact of the Chain "Munch"

You are bound to a Bloodhound from the Hells call . Used primarily for tracking, but capable in combat. While within 100 meters of Munch you can see and hear what he can, but become blind and deaf while doing it.

Eldritch Invocation: Investment of the Chain Master
You can use you bonus action to hell this bad boi to attack. When the familiar takes damage, you can use your reaction to grant it resistance against that damage

Actions

Abilities that take require an action, bonus action or reaction. 

"Munch, I choose you!"

You can use your bonus action during combat to command munch.

  • Armor Class 13
  • 10HP
  • Speed 40 ft. Walk or Fly
STR 0 ¦ DEX+3 ¦ CON +2 ¦ INT 0 ¦ WIS 0 ¦ CHA 0

Skills: Perception +3, Stealth +4
Senses: Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13

Actions
Invisibility: Magically turns invisible until it attacks.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft .1d4+3 piercing damage

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Pact Spellslots : Lv 2 : 🟪🟪

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Eldritch Blast

Eldritch Invocation: Agonizing Blast
Add you charisma modifier to damage.
Casting Time:
 1 action
Range: 120 feet
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+4 (agonizing blast) force damage.

 

Minor Illusion

Casting Time: 1 action
Range: 30 feet
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Shield Lv1

Reaction: Increase you armour class/AC by +5 until you next turn

Hellish Rebuke Lv1

Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
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.

Hex Lv1

Casting Time: 1 bonus action
Range: 90 feet
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.

Scorching Ray

Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.