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Silas Da'an, Half-elf Fathomless Warlock


Gralhruk

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Silas Da'an

Failed Minstrel, Unsuccessful Pirate, Reluctant Squidgy Disciple
 

 

Description

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Silas can often be found lounging on a stool or at a corner table in any boisterous tavern, a lute held carelessly on his lap and a mug of ale at his elbow. He is lean and slender, possessed of an elvish grace in both his features and movements that tends to attract the notice of the female members of the audience. His rich brown hair is of medium length, artistically windblown and glinting with golden highlights, and he wears a roguish chin beard along with three days worth of stubble. Beneath that unruly hair, clear green eyes glinted with an easy confidence and a smug satisfaction. His long, lean fingers bore many rings, the largest of these a signet ring carved of sardonyx, the face an intricate carving featuring a smiling fox with an armored gauntlet clamped in his jaws. At his waist he bears a long, ornately ornamented dagger bearing stones to match his ring with a grip that appears in such pristine condition you doubt it has ever been held. Over a loose linen shirt he wears a worn but stylish brown doublet, that matched in color and style his supple but mud-spattered boots.

In manner, he is witty and engaging, though he tends to be boastful and clearly believes himself to be more clever than he actually is. He is easily distracted by things that are shiny or beautiful, and tends to rate pleasures of the flesh rather highly, especially as compared to the hardships of adventuring. Despite this penchant for comfort, he finds that he is as often forced into unpleasant situations as he is able to avoid them. He seldom thinks of the future, being much more concerned with what is happening right now - a good thing, since trouble is often nipping at his heels. His early life has left him with a keen distaste for anything that resembles traditional work, and he'd much rather try his hand at something daring than menial.

 

Background

Silas Da'an. What you have heard of him, if it came from his own lips or from those of one who claims to have heard it from the man himself, is most likely utterly and completely false. He is not the heir to the Da'an family fortune (made, he has no doubt told you, from their long time trade in precious gems), nor was he cast out of their affairs for his desire to become the finest minstrel the land has ever seen. He has not, and never will, single-handedly take control of any pirate ship, let alone some supposed scourge of the coast known as the Wastrel.

As with all lies, however, within the tales he spins there are several points of truth. His name is indeed Silas, though rather than the (fictitious) and high society Da'an family, he hails from a considerably less impressive family in Kale, who worked a co-op barley farm with several other families. While he does a passable job playing his ever present lute, and can certainly sing well enough to charm many a female member of the audience, he simply lacks the necessary desire, skill, or training to ever become anything other than a second rate musician. And though he was, in fact, acquainted with a pirate vessel (the Revenge, as it happens) captained by the dread pirate Westley, his only real contribution was to amuse the crew by being thrown overboard for insubordination only a month after being impressed into service.

This, spacer.pngof course, says nothing of his drowning, resurrection and desperate pact with the ancient, forgotten, slumbering, tentacled horror of the deeps Kassogtha. This unlikely partly woken savior bestowed upon Silas what he'd lacked thus far in his mostly failed life: power. With ancient magic now at his fingertips, and nothing left to lose, he found himself in a position to actually do something good with his miserable life. His brief foray into the musical arts had put him in touch with contacts from an organization called the Golden Grin, a collection of Bards and Minstrels whose goal is to undermine the rule of the remaining Lords of Sin. The loose knit organization gave him a sufficiently chaotic way to put his talents to good use, while earning some fame and fortune for himself.

He is rarely found without Brr'br'nthluuhgua (affectionately known as Berber) - the lifelong companion, spy, and keeper forced upon him by his unholy patron.

 

 

 

 

Vignette

The shutters on the rear window of the low cottage burst open, and over the sill rolled a handsome, mostly nude half-elf, clutching a bundle of clothes and covered in a glistening slime. From within was visible a somewhat horrified looking but otherwise quite attractive woman in a similar state of undress, one narrow hand lifted to cover her mouth which was frozen in an "O" of shock. Around the side of said cottage come a loud bellow, accompanied by the rush of heavy booted feet.

"My cloak!" Silas shouted seemingly to nobody as, slick with goo, he slid from the sill and landed on the packed dirt with a squishy thump, then scrambled to his feet in a chaotic rush still managing to blow a kiss and smile to the woman in the bedroom he had so recently quit.

"P'raps we'll meet again, my dear," he called loudly even as he turned and continued his hasty retreat, "I've had a wonderful time but I've really got to get going!"

She screeched and threw a boot at him which he managed to catch, his eyes noting his finely woven cloak apparently rising of its' own accord from the bedroom floor, albeit slowly. Run-hopping away as he tugged this second boot on, clothes dangling from the crook of his elbow, he yelped loudly when the enraged husband who turned the corner pelted him with a rock, which thankfully glanced off of his shoulder rather than his head.

"Sir! I believe you've mistaken me for som-" he started when another rock struck him, this time in the back below the ribcage, cutting off his most reasonable excuses. "Damn it, Berber! The cloak! NOW!!!"

__What the Mistress sees in you and your loathsome landbourne coupling is beyond this humble servant.__

At which point the cloak darted through the window and with a peculiar squinching motion - like something between a jellyfish and a startled octopus - quickly closed the distance to where Silas was sprinting towards the tall (seemingly unscalable) wall at the rear of the courtyard. He ducked sharply and another stone missed him by a hair's breadth to smack resoundingly off the smooth stone of the wall. The cloak dropped unceremoniously on his head and he wriggled his shoulders to settle it into place just as he was about to run headlong into the wall. Instead, he simply continued on, running straight up it, turning his head to wave as he crested the top and dropped down to the other side. At his side, the air shimmered as a grotesque little creature appeared hovering in the air next to him, bluish-greenish-greyish and bulbous eyed, with a pair of oversized wriggling tentacles above it's mouth and several smaller sets to each side, a long, barbed and tentacle-ish tail trailing behind.

__You really are quite disgusting.__

"Funny," Silas responded, wiping slime from his forehead, before feeling through the pants held in the crook of his arm and pulling out a small stone. With a sigh, he gripped the sphere for a moment and then the mucus-like coating on his body and clothing vanished. "I was about to say the same thing."

Group Names

  • Glorious Bastards
  • The Courageous Quartet
  • Silas and those Other Guy

Group Adventure

There was that time when the companions were in a tavern - and as any adventurer is wont to know, many a good adventure has started in a tavern. Silas, of course, liked to finish in a tavern as well but that is an entirely different story. This tale began when the Grinner they'd found lodging with explained there was a nasty bit of business that needed taking care of, a thing he would of course love to join in on but, well, he was past his prime and someone needed to be around to man the fort and all.

What it amounted to was that a cabal had formed in the underbelly of the city, dedicated to the former Lord of Pride, and this less than holy clan was stirring up quite a lot of trouble with their black magic and blood sacrifices. It seemed you couldn't walk the slums at night without fear of being kidnapped and having your organs sliced out for secret rituals. On top of which, a semi-famous and quite beautiful young bard had disappeared recently and there were rumors that she was being held by this cabal for a special sacrifice when the moon was shaped like the sickle they used for disemboweling their victims.

Not being of the mind to lose a budding young musician (and possible paramour for some) the group immediately set off to find and roust this unholy band. It wasn't easy, first requiring some surreptitious inquiry at many an unsavory drinking establishment, and then requiring some sneaky field work in even less savory (and quite possibly illegal) environs. Finally, with a location discovered and some hasty preparations made, the group set out into the sewers of the city and down into the ancient undercity wherein they tracked down these most evil foes.

Luckily, most were merely there for the raucous atmosphere and plentiful drink rather than any real desire to serve an unholy power or die for such a cause. Still, the companions ended up in a pitched battle with nearly twice their number, and those were cold blooded, sin minded, utterly despicable and black magic wielding folk. We'd like to say the gods were on the side of the heroes, but to be honest it was a bit of skill, a generous helping of luck, and a completely unanticipated cave-in that saved the day for them. All in all, not bad for a few weeks of work, when you considered they got to keep the coffer of the evil cult and some very fine brandy. The bard was duly grateful, and though she rebuffed any and all advances, she did feature them years later (albeit anonymously) in The Ballad of the Buffoons that Rescued Me.

Particulars

  • Place of Birth - A small village in Kale
  • Home - Wheresoever his feet take him
  • Parents (note if dead or alive) - Jameson[alive] and Raya[deceased]
  • Siblings (note if dead or alive) - Three older brothers (Tag[alive], Jurgen[alive], Deet[deceased]), one older sister (Aleesa[missing])
  • Current Love (if no current, note that) - He tries, but it never seems to work out
  • Lost Love (note if dead or alive) - Serafina[alive], an exotic beauty whom he followed to the big city but who then left him for a real minstrel
  • Children (note if dead or alive) - A daughter[alive] he doesn't know, from the wife[alive] he left in his dirt poor farm town when he decided that life was not for him
  • Current Age (assume 8th level) - 29 years old
  • Best Friend - His sister Aleesa
  • Worst Enemy - The dread pirate Westley, who impressed him into service and then tossed him overboard to die
  • Greatest Regret - He doesn't believe in regrets but there are times when he feels that perhaps entering into a bargain with an evil, alien, sea behemoth was not the best idea

Mechanics

Level Gains
1st Otherworldly Patron (Fathomless), Pact Magic,
Feature: Tentacle of the Deeps & Gift of the Sea
Spells: Hex, Thunderwave
HP 10
2nd Eldritch Invocations (Agonizing Blast, Fiendish Vigor)
Spells: Armor of Agathys
HP 17
 
3rd Pact Boon (Pact of the Chain , swap Fiendish Vigor for Investment of the Chain Master)
Spells: Mirror Image
HP 23
4th Feat: Fey Touched (+1 CHA, Misty Step, Silvery Barbs)
Spells: Invisibility
HP 30
5th Eldritch Invocations (Voice of the Chain Master), Proficiency Bonus to +3
Spells: Summon Shadowspawn,
Thunderwave --> Major Image
HP 37
6th Feature: Oceanic Soul
Spells: Hunger of Hadar,
Mirror Image --> Dispel Magic
HP 43
7th Eldritch Invocations (Tomb of Levistus)
Spells: Summon Abberation,
Summon Shadowspawn --> Sickening Radiance
HP 50
8th Feat: Eldritch Adept (Repelling Blast)
Spells: Banishment
HP 57

Equipment

Cloak of ArachnidiaWondrous item, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
* You have resistance to poison damage.
* You have a climbing speed equal to your walking speed.
* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
* You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
- Source: Dungeon Master's Guide - Cost: 5000gp
Glamoured Studded LeatherArmor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor
- Source: Dungeon Master's Guide - Cost: 2000gp
Cleansing StoneWondrous item, common

A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
- Source: Eberron - Rising from the Last War - Cost: 200gp (3 inch dia, 1.5 pounds)
Dark Shard AmuletWondrous item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
* You can use the amulet as a spellcasting focus for your warlock spells.
* You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
- Source: Xanathar's Guide to Everything - Cost: 500gp
Horn of Silent AlarmWondrous item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn
- Source: Xanathar's Guide to Everything - Cost: 350gp

 

Edited by Gralhruk (see edit history)
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spacer.pngSilas Da'an Sheet

Half-elf Fathomless Warlock 4


Str 10 Dex 16 Con 14 Int 08 Wis 10 Cha 18

HP 30/30 HD 4d8/4d8 AC 13 (16 with armor) Speed 30ft40ft Swim


Passive Perception 12Darkvision 60ft Initiative +3

Languages Common, Elvish, Primordial

Background: GrinnerThe Golden Grin began while the Lords of Sin still ruled all the land, trading secret messages through a network of bards and minstrels to undermine the iron-fisted authoritarian rule in Daven and Kale. Today, even though these provinces are free, some Grinners have grown restless while tyranny still abounds in the lands East. You are a Grinner. Your goals are to spread freedom and inspire hope-or, in time, revolution-in the hearts of the oppressed.

Feature: Ballad of the Grinning Fool
--------------------------------------------------
Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more in the free lands, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.
Traits: PersonalityI always have a song in my heart and a tentacle in my pantsIdealsSelf-Determination. People should be free to do as they please. (Chaotic)BondsSomewhere out there, I have a child who doesn't know me. I like to pretend I'm making the world better for her but deep down I know that's an excuse.FlawsA scandal prevents me from ever going home again. That kind of trouble seems to follow me around.


Attacks

Eldritch BlastEvocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

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 attack, 1d10+4 force

DaggerFinesse, light, thrown (range 20/60) +5 attack, 1d4+3 piercing

SlingAmmunition (range 30/120) +5 attack, 1d4+3 bludgeoning


Proficiency +2 Saving Throws SavesStrength (+0)
Dexterity (+3)
Constitution (+2)
Intelligence (-1)
Wisdom (+3)
Charisma (+6)


Skills

Str Athletics +0

Dex Acrobatics +5, Stealth +5, Sleight of Hand +3

Int Arcana +1, History -1, Investigation -1, Nature -1, Religion -1

Wis Animal Handling +0, Insight +0, Medicine +0, Perception +2, Survival +0

Cha Deception +6, Intimidation +4, Performance +4, Persuasion +6


Tools Thieves' Tools

Instruments Lute

Weapon Proficiencies Simple Weapons

Armor Proficiencies Light


Feats Fey Touched4th level ASI

Your exposure to the Feywild's magic has changed you, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma* score by 1, to a maximum of 20.
*You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Eldritch Adept8th level ASI

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Racial Features Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Skill VersatilityYou gain proficiency in two skills of your choice.SpeedYour base walking speed is 30 feet.

Class Features Otherworldly PatronAt 1st level, you have struck a bargain with an otherworldly being of your choice, or perhaps because you had no choice. Your patron is the Fathomless Kassogtha, an ancient horror that slumbers beneath the deepest deep in the ocean.Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells.

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 (see chapter 5, "Equipment") as a spellcasting focus for your warlock spells.
Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. 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 BoonAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service, or sometimes just for your service.

Pact of the Chain
*You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
*When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
*Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Subclass Features Expanded Spell ListAs a disciple of the Fathomless, you may choose from an expanded spll list when you learn a warlock spell.

1st Level: create or destroy water, thunderwave
2nd Level: gust of wind, silence
3rd Level: lightning bolt, sleet storm
4th Level: control water, summon elemental (water only)
5th Level: Bigby's hand (appears as a tentacle), cone of cold
Tentacle of the Deeps1st-level Fathomless feature
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a me*lee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the. start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea1st-level Fathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.
Oceanic Soul6th-level Fathomless feature

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Eldritch Invocations Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.Repelling BlastWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.Investment of the Chain MasterWhen you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

*The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
*As a bonus action, you can command the familiar to take the Attack action.
*The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
*If the familiar forces a creature to make a saving throw, it uses your spell save DC.
*When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Voice of the Chain MasterYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.Tomb of LevistusPrerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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


Spellcasting Ability CHA Spell Save DC 14 Spell Attack Bonus +6


Cantrips Eldritch BlastEvocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

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.
, Magic StoneTransmutation cantrip [Source: Xanathar's Guide to Everything]
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.
, Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
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.

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.

First Level Spells Armor of Agathys1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
, Find Familiar1st-level conjuration (ritual) [gained via Pact of the Chain]
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
, Hex1st-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 ld6 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.
, Silvery Barbs1st-level Enchantment [Source: Strixhaven: A Curriculum of Chaos] [Gained via Fey Ancestry feat]

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Silvery Barbs: 1/day (1 remaining)

Second Level Spells Invisibility2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

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.
, Misty Step2nd-level conjuration [Gained via Fey Ancestry feat]
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Misty Step: 1/day (1 remaining)

Third Level Spells Dispel Magic3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
, Hunger of Hadar3rd-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 with 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, otherwordly tentacles rub against it.
, Major Image3rd-level illusion

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

Fourth Level Spells Banishment4th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
, Sickening Radiance4th-level evocation [Source: Xanathar's Guide to Everything]

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
, Summon Aberration4th-level conjuration [Source: Tasha's Cauldron of Everything]

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
Duration: Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.

Fourth Level Spell Slots 2 (2 remaining)



spacer.pngBrr'Br'Nthluuhgua (Berber)

Kassogtha-spawnling*Imp


Str 6 Dex 17 Con 13 Int 11 Wis 12 Cha 14

HP 10/10 HD 3d4/3d4 AC 13 Speed 20ft40ft Fly
40ft Swim


Passive Perception 11Darkvision 120ft Initiative +3

Languages Common, Primordial


Attacks

Sting (Bite in beast form)Considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Hit: Piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
+5 attack, 1d4+3 piercing (+poison)


Proficiency +2 Saving Throws SavesStrength (-2)
Dexterity (+3)
Constitution (+1)
Intelligence (+0)
Wisdom (+1)
Charisma (+2)


Skills

Str Athletics -2

Dex Acrobatics +3, Stealth +5, Sleight of Hand +3

Int Arcana +0, History +0, Investigation +0, Nature +0, Religion +0

Wis Animal Handling +1, Insight +4, Medicine +1, Perception +1, Survival +1

Cha Deception +4, Intimidation +2, Performance +2, Persuasion +4


Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Damage Immunities Fire, Poison

Condition Immunities Poison


Features ShapechangerThe imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Devils SightMagical darkness doesn't impede the imp's darkvision.Magic ResistanceThe imp has advantage on saving throws against spells and other magical effects.InvisibilityThe imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.



Equipment


Available Funds: 24.4gp

Carried/Worn - 21.5 lbs (8,508.1 gp) Total for Pack - 45.5 lbs (67.5 gp)
  • Glamoured Studded LeatherSource: Dungeon Master's Guide

    Armor (studded leather), rare

    While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
    (2000 gp; 13 lbs)
  • Cloak of ArachnidiaSource: Dungeon Master's Guide

    Wondrous item, very rare (requires attunement)

    This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

    You have resistance to poison damage.

    You have a climbing speed equal to your walking speed.

    You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

    You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

    You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
    (5000 gp; 0 lbs)
  • Cleansing StoneSource: Eberron - Rising from the Last War

    Wondrous item, common

    A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

    Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
    (200 gp; 1.5 lbs)
  • Dark Shard AmuletSource: Xanathar's Guide to Everything

    Wondrous item, common (requires attunement by a warlock)

    This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

    You can use the amulet as a spellcasting focus for your warlock spells.

    You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
    [/ooc] (500 gp; 0 lbs)
    (500 gp; 0 lbs)
  • Horn of Silent AlarmSource: Xanathar's Guide to Everything

    Wondrous item, common

    This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
    (350 gp; 1 lbs)
  • Ball bearings [bag of 1,000] (1 gp; 2 lbs)
  • Dagger (2 gp; 1 lbs)
  • Sling(1 sp; 0 lbs)
  • Musical Instrument (35 gp; 2 lbs)
  • Thieves' Tools (25 gp; 1 lbs)
  • Platinum inlaid vial containing pickled tentacle and an eyeball (400 gp; 0 lbs)
  • Entertainer's PackIncludes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit (40gp; 38 lbs)
  • Crowbar (2 gp; 5 lbs)
  • Steel Mirror (5 gp; .5 lbs)
  • Tinderbox (.5 gp; 1 lbs)
  • Charcoal, incense, and herbs (20gp;1lb)

 

Edited by Gralhruk (see edit history)
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Silas Da'an (Half-elf Fathomless Warlock 4) Thread Sheet Statblock


AC 16 | HP 30/30 | Initiative: +3 | Passive Perception: 12

Spell Slots: 2/2 4th | Concentration: None | ActionsActions
Forgo attack to allow familiar to use its reaction to attack

Bonus Actions
Tentacle of the Deeps
Command familiar to attack
Cast Magic Stone
Cast Hex
Cast Misty Step

Reactions
When your familiar takes damage you can use your reaction to grant it resistance against that damage
Cast Silvery Barbs
| Limited UseTentacle of the Deeps: 2/2 per long rest
Silvery Barbs: 1/1 per long rest
Misty Step:1/1 per long rest
Tomb of Levistus: 1/1 per short or long rest
| FeaturesAdvantage on saves vs charm (Fey Ancestry)
Cannot be put to sleep (Fey Ancestry)
Can breathe underwater (Gift of the Sea)


Post goes here.

 

"Speech?"

 

thoughts in italics

 


Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action:
Bonus Action:
Move:
Manipulate:

___________________________________________________

 

   
Edited by Gralhruk (see edit history)
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