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Slim Thri-Kreen Astral Drifter Dao Genie Warlock


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Slim
Thri-kreen Warlock 5
Medium monstrosity, chaotic good

Astral Drifter


Armor Class 15
Hit Points 38 (5d8+10)
Speed 30 ft.
Age 93


STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)


Feats Spell Sniper Background Feat Magic Initiate Cleric
Saving Throws Wis +4, Cha +6
Skills Arcana +3, Insight +4, Intimidation +6, Religion +3
Senses darkvision 120 ft., passive Perception 11
Languages Common, Elvish, Undercommon


Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Chameleon Carapace. While you're not wearing armor, your carapace provides you a base Armor Class of 13 + your Dexterity modifier. You can also use an action to change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Divine Contact. You encountered a deity in your journeys. Though this encouter was brief, they imparted some bit of cosmic lore or secrets to you. Work with your DM to determine what this was. You can note it alongside your Divine Contact above. You gain the Magic Initiate feat, and must choose the cleric class for it.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao)

Invocations.

  • Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Grasp of Hadar - Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.
  • Repelling Blast - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Longevity. You are 20d6 years older than you actually appear, due to your extensive time spent in the ageless Astral Sea.

Sanctuary Vessel. When you use the Bottled Respite feature to enter your Genie's Vessel, you can now choose up to five willing creatures visible to and within 30 feet of you. The chosen creatures are pulled into the vessel with you. You can use a bonus action to eject any creatures from the vessel. Everyone is ejected if you leave, if you die, or if the vessel is destroyed. Additionally, anyone, including yourself, who stays in the vessel for at least 10 minutes gains the benefits of completing a short rest. You all can add your proficiency bonus to the number of hit points they regain by spending Hit Dice as part of a short rest there.

Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. These secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Sleepless. You do not need sleep and can remain conscious during a long rest. However, you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy. Without magical aide, you can't speak the non-thri-kreen languages you know. Instead, you use telepathy to convey your thoughts. You can magically transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action needed).


Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Equipment wand of the pact keeper, +1, Genie's Vessel (Ring),

 

Magic - Spell Attack +6(+7Wand of the Pact Keeper) Spell Save DC 14(15Wand of the Pact Keeper) Spell Slots 2/Short Rest

Cantrips

  • Eldritch BlastEldritch Blast
    cantrip evocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature within range
    Components: V S
    Duration: Instantaneous
    Classes: Warlock
    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.
    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.
    +6 2 1d10 Force Damage beams
  • Fire BoltFire Bolt
    cantrip evocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature or object within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    *** +6 2d10 Fire Damage
  • GuidanceGuidance
    cantrip divination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute
    Classes: Cleric, Druid
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    **
  • MendingMending
    cantrip transmutation
    Casting Time: 1 minute
    Range: Touch
    Target: A single break or tear in an object you touch
    Components: V S M (Two lodestones)
    Duration: Instantaneous
    Classes: Bard, Cleric, Druid, Sorcerer, Wizard
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    **
  • Mind SliverMind Sliver

    Source: Tasha's Cauldron of Everything

    Enchantment cantrip

    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    * DC 14 Int 2d6 Psychic
  • Minor IllusionMinor Illusion
    cantrip illusion
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: S M (A bit of fleece)
    Duration: 1 minute
    Classes: Bard, Sorcerer, Warlock, Wizard
    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.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
    *
  • PrestidigitationPrestidigitation
    cantrip transmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    You instantaneously light or snuff out a candle, a torch, or a small campfire.
    You instantaneously clean or soil an object no larger than 1 cubic foot.
    You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Sacred FlameSacred Flame
    cantrip evocation
    Casting Time: 1 action
    Range: 60 feet
    Target: A creature that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Cleric
    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.
    * DC 14 Dex 2d8 Radiant
  • Toll the DeadToll the Dead

    Source: Xanathar's Guide to Everything

    Necromancy cantrip

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

    At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
    DC 14 Wis 2d8/2d12 Necrotic

Available Spells

  • 1st HexHex

    Source: Player's Handbook

    1st-level enchantment

    Casting Time: 1 bonus action
    Range: 90 feet
    Components: V, S, M (the petrified eye of a newt)
    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. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

    If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

    A Remove Curse cast on the target ends this spell early.

    At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
    1d6 Necrotic with spell attack
  • 1st Unseen ServantUnseen Servant
    1 conjuration
    Casting Time: 1 action
    Range: 60 feet
    Target: An unoccupied space on the ground within range
    Components: V S M (A piece of string and a bit of wood)
    Duration: 1 hour
    Classes: Bard, Warlock, Wizard
    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
  • 2nd Hold PersonHold Person
    2 enchantment
    Casting Time: 1 action
    Range: 60 feet
    Target: A humanoid that you can see within range
    Components: V S M (A small, straight piece of iron)
    Duration: Up to 1 minute
    Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
    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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    DC 14 Wis
  • 2nd Misty StepMisty Step
    2 conjuration
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
  • 3rd Enemies AboundEnemies Abound

    Source: Xanathar's Guide to Everything

    3rd-level enchantment

    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 minute

    You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

    Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
    DC 14 Int
  • 3rd Hunger of HadarHunger Of Hadar

    Source: Player's Handbook

    3rd-level conjuration

    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M (a pickled octopus tentacle)
    Duration: Concentration, up to 1 minute

    You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

    The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
    Start 2d6 Cold/End DC 14 Dex or 2d6 Acid
  • 1/long Rest Healing WordHealing Word
    1 evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Target: A creature of your choice that you can see within range
    Components: V
    Duration: Instantaneous
    Classes: Bard, Cleric, Druid
    A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
    **

Book of Shadows*
Magic Initiate**
Spell Sniper***
 

 

Edited by Streetrat (see edit history)
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https://i.ibb.co/t4xbrRP/Slim.pngSlim Thri-Kreen Warlock 5


AC: 15 | HP: 38/38 TEMP HP: 0 | | Move: 30'
Init: +2 | SAVES:
Str: +0, Dex: +2, Con: +2, Int: +0, Wis: +4, Cha: +6


SKILLS: Acrane +3 Insight +4 Intimidation +6 Religion +3

Passive: Perception: 12, Insight: 14


 

 


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                <a data-fileext="jpg" data-fileid="18286" href="//i.ibb.co/t4xbrRP/Slim.png" rel="external nofollow noreferrer noopener" target="_blank" title="Fetching info..."><img alt="https://i.ibb.co/t4xbrRP/Slim.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="18286" data-loaded="true" data-ratio="100.00" data-src="//i.ibb.co/t4xbrRP/Slim.png" src="https://www.myth-weavers.com/applications/core/interface/js/spacer.png" style="width:200px;height:auto;float:left;" width="252"></a><span style="font-size:48px;"><span style=""><strong><em><span style="font-family:Papyrus, Helvetica, sans-serif;">Slim</span> </em></strong></span></span><font><span style="font-size: 12px;"><i>Thri-Kreen Warlock 5</i></span></font>
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                <span style="font-size: 14px;"><strong style="font-size:11px;">AC: </strong>15<font> | </font></span><span style="font-size: 14px;"><strong style="font-size:11px;">HP:</strong><font> 3</font><font>8</font><font>/38 </font></span><span style="font-size: 10px;"><strong>TEMP HP: </strong></span><span style="font-size: 14px;">0 </span><span style="font-size: 14px;"><span style="font-size:10px;"><strong> </strong></span>| | <strong style="font-size:11px;">Move:</strong>&nbsp;30&#39;<br>
                <b style="font-size:11px;">Init: +2 | SAVES: </b></span><span style="font-size:12px;"><span style=""><strong>Str:</strong>&nbsp;+0, <strong>Dex: +2</strong>, <strong>Con: </strong>+2, <strong>Int: </strong>+0, <strong>Wis: </strong>+4, <strong>Cha:</strong>&nbsp;+6</span></span>
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                <span style="font-size:11px;"><strong>SKILLS:</strong> <strong><u>Acrane </u>+3 <u>Insight </u>+4 <u>Intimidation </u>+6 <u>Religion </u>+3 </strong></span>
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                <strong><u>Passive:</u></strong>&nbsp;<em>Perception:</em> 12, <em>Insight:</em> 14
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Edited by Streetrat (see edit history)
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Slim was born on another world long ago, he was tasked with finding a new world for their colony to settle, while traveling the worlds the ship he was on was attacked and he was tossed overboard with the most precious thing he could gather, a queen pupa and a few eggs.

Slim drifted in the Astral Seas for decades, sometimes in madness, sometimes lucid. Eventually, he was found and brought aboard a ship heading to Torvil, he was told that it was a world where one could make a life, perhaps he could make a colony.

After time a bit of time, after finding a nice spot of nowhere in a desert and having the workers & the queen set up, Slim went off to get supplies in a town where he was told he could do so with...minimal...cause for fear or attack. Baldur's Gate.

Edited by Streetrat (see edit history)
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