MaldrekStatus (Anzeigen)Hit Points: Death Saving Throws: ☐☐☐ Successes | ☐☐☐ Failures
Hit Dice: ☐☐☐☐☐
Race: Tiefling
Class: Warlock [lvl 5]
Languages: Common, Infernal, Elfisch, Silvan
Background: Orphan
Age: 23
Size: Medium
Speed: 30 ft.
Alignment: Chaotic Neutral
Patron Deity: Titania of the Summer Court
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STR 8
DEX 14
CON 12
INT 14
WIS 12
CHA 18 (+8 lvl 4)
HP: 33
AC: 15 (13 mage armor +2 Dex)
Melee: +2 Handaxt (1d6-1)
Ranged: +5 light crossbow (1d8) Range 80/320
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Proficiencies:[Proficiency Bonus: +3]
Weapons: Simple weapons
Armor: Light armor
Tools: Herbalism Kit (background)
Saving Throws: Wisdom, Charisma
Skills: (2 Klasse + 2 Background = 12 P)
Attribute | Skill | Value | Ranks |
Dexterity | Stealth | +4 | 2 |
Intelligence | Arcana | +4 | 2 |
| Investigation | +5 | 3 |
| Religion | +3 | 1 |
Wisdom | Insight | +3 | 2 |
Charisma | Deception | +6 | 2 |
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Spells Spell save DC: 15 (8 + 3 (proficiency bonus) + 4 (Cha mod))
Spell attack modifier: +7 (proficiency bonus + Cha mod)
Slot level: 3
Spell Slots: ☒☒
Cantrips (Klasse: 3)
Thaumaturgy (Volk)
Eldritch Blast (Klasse)
Mage Hand (Klasse)
Chill-Touch (Klasse)
Acid Splash (Book of Shadows)
Minor Illusion (BoS)
Poison Spray (BoS)
+1 spellLevel 1SleepFaerie fire
Level 2SuggestionMisty stepInvisibilityVolkHellish Rebuke (Volk) 1/day ☐
Eldritch InvocationsArmor of Shadows: You can cast
mage armor on yourself at will, without expending a spell slot or material components.
Mask of Many Faces: You can cast
disguise self at will, without expending a spell slot.
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Race Abilities: (Anzeigen)Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
Darkvision (Anzeigen)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.
Infernal Legacy (Anzeigen)You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke 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 darkness 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: You can speak, read, and write Common and Infernal.
Class Abilities: (Anzeigen)Otherworldly Patron (The Archfey)
Fey Presence (Lvl 1) (Anzeigen)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. Once you use this feature, you can’t use it again until you finish a short or long rest.
Pact Magic
Pact Magic (Anzeigen)Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots: Table: The Warlock shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of Table: The Warlock shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations (Anzeigen)In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Pact Boon (Pact of the Tome)
Background Ablity:Tool Proficiency: Herbalism Kit
Feature:
City Secrets (Anzeigen)You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Knight's Sense (Anzeigen)The presence of your sworn foes registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you can feel the presence of your foe within 60 feet, but you cannot identifiy specific creatures. Within the same radius, you also detect the presence of any place or object that is imbued with the power of your foe.
You can use this feature two times. When you finish a long rest, you regain all expended uses.
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Gear:Weapons: Handaxe (5 gp, 2 lb.), Crossbow (25 gp, 5 lb)
Arcane focus, crystal (10 gp, 1 lb.)
Scholar’s Pack (40 gp, 10 lb.) (backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife), + Waterskin (0,2 gp, 5 lb.), Tinderbox (0,5 gp, 1 lb),
Rope, silk, 50 feet, (10 gp, 5 lb.)
Herbalism Kit (5 gp, 3 lb.)
Wealth:59
Group Wealth:Carrying Capacity:120 lb., Aktuell 32 lbs
Background (Anzeigen)Maldrek kam im Alter von 8 Jahren in das Waisenhaus. Er war ein wilder, ungestümer Junge, der sich wenig sagen ließ, aber er war auch ängstlich, was er durch Lügen und Manipulation zu überdecken versuchte. Er war nicht besonders stark und deshalb bekam er häufiger Dresche, wenn er mal wieder über die Stränge geschlagen hatte. Aber da gab es noch eine andere, eine stille Seite. Manchmal verschwand er stundenlang, verkroch sich in irgendein dunkles Loch. Die anderen wussten dass es da etwas gab, über das Maldrek nie sprach. Etwas das geschehen war, bevor er in das Waisenhaus kam, oder der Grund dafür, dass er ins Waisenhaus kam. Er sprach kaum von seiner Familie. Seine Eltern waren tot, viel mehr wussten die anderen nicht. Und der Frage nach Geschwistern wich er immer aus.
Aber mit der Zeit begann er, sich einzufügen, bemühte sich, mit den anderen gut zurecht zu kommen, wirkte teilweise sogar überangepasst. Als Waise und Tiefling wurde er häufig von gehänselt, wie einige andere im Waisenhaus auch. Er war viel draußen unterwegs, oft mit anderen, stärkeren. Sie durchstöberten die Stadt, kannten bald jeden Winkel der Umgebung. Es war eine Zeit voller Freiheit und Abenteuer.
Irgendwann zeigte sich dann, dass er das Talent hatte, Magie hervorzurufen, zuerst hatte er keine Kontrolle darüber. Das war in dem Alter, in dem die meisten Kinder im Waisenhaus einen Beruf lernten oder ihre besonderen Begabungen entwickelten. Maldrek ging dafür über mehrere Jahre zu einem Elfen außerhalb der Stadt. Er lebte dort und lernte, seine Magie zu beherrschen.
Als seine Ausbildung beendet war, wurde bald darauf das Waisenhaus geschlossen. Maldrek blieb trotzdem in Niewinter, suchte nach Schätzen oder ließ sich für die Jagd nach Monstern bezahlen, die noch einige Gebäude unsicher machten. Naja, es waren eher Mönsterchen, die er jagte. Aber er kam über die Runden. Manchmal schnappte er auch einen gesuchten Verbrecher, auch meist die kleinen Fische, aber das ein oder andere Mal bekam er dafür ein hübsches Sümmchen. Auch dieses Leben war wieder frei und abenteuerlich. Manchmal schien es, als wolle Maldrek ein groß gewordener kleiner Junge bleiben.
Das wäre wohl ewig so weiter gegangen, doch dann starb Orbus, und für Maldrek brach eine Welt zusammen. Er hatte den Zwerg immer wieder besucht, hatte für ihn eingekauft, seinen Geschichte gelauscht oder ihm einfach Gesellschaft geleistet. Nun war es damit vorbei.
Und Maldrek sucht wurde klar, dass sein Leben sich nun ändern würde. Er wusste nicht wie, er wusste nicht wann, aber es würde passieren.