Githyanki Warlock 18 (Genie of Earth)

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Warlock 18 (Genie of Earth) 280,900


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Githyanki Charlatan
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+1 +6 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral. I will help others, but
(AC) INITIATIVE avoid serious personal risks or loyal es
12
SAVING THROWS
13 +2 30 . that don't benefit me.

Charlatan Background [PHB p. 128]


Armor Worn: leather armor
+1 Strength Saves • Feature: False Iden ty.
DEX +2 Dexterity Saves • Traits: Wears old spellstone jewels around
HIT POINTS HIT DICE
+2 +2 Cons tu on Saves
-1 Intelligence Saves
129 18d8
wrist. Gullible to new ideas.
• Ideal: Follows the thieves' code.
15 +7 Wisdom Saves * • Bond: Vowed to free imprisoned mentor.
• Flaw: Greed wins over smarts.
+11 Charisma Saves * DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Githyanki Traits [MToF p. 96]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+2 +2 Acroba cs (Dex) Basic A ack. One target per A ack ac on.


• Age: 40 years old
• Medium Size (6' 0", 155 lbs.)
• Decadent Mastery (extra proficiencies)
15 +1 Animal Handling (Wis)
• Mar al Prodigy (weapon proficiencies)
-1 Arcana (Int) Dagger. Melee or Ranged Weapon A ack:
+8 to hit, reach 5 . 1d4+2 piercing • Githyanki Psionics (Invisible Mage Hand
+1 Athle cs (Str)
damage. (If thrown, normal range to 20 cantrip; plus Jump [as 2nd level] and
+11 Decep on (Cha) *
INT .; disadvantage long range 21 to 60 .) Misty Step spells each once betw. long
+5 History (Int) *
-1 +1 Insight (Wis)
Dagger (o and as bonus ac on). As above but
rests)

Warlock Class Features [PHB p. 106, TCoE p.


9 +5 In mida on (Cha) only 1d4 piercing damage.
73]
+5 Inves ga on (Int) *
+1 Medicine (Wis) Spear. Melee or Ranged Weapon A ack: +7 to • Otherworldly Patron (a dao vizer)
hit, reach 5 . Hit: 1d6+1 piercing damage. (If • Pact Magic (all cast as 5th level spells,
+5 Nature (Int) * thrown, normal range to 20 .; disadvantage
WIS regain spell slots a er short or long rest)
+1 Percep on (Wis) long range 21 to 60 . If used two-handed in • Genie's Vessel (bo led respite once betw.
+1 +5 Performance (Cha) melee, does 1d8+1 damage.) long rests; genie's wrath to add 6
bludgeoning damage once during turn
12 +5 Persuasion (Cha)
MAGIC, FEATS & SPECIAL ATTACKS • Eldritch Invoca ons (see below)
-1 Religion (Int)
+8 Sleight of Hand (Dex) * Eldritch Blast Cantrip. Ranged Spell A ack: +11 • Pact Boon (Pact of the Tome / Book of
to hit, target one creature within 120 . Shadows, able to cast Message,
+2 Stealth (Dex) Resistance and Sacred Flame cantrips)
CHA range. Hit: 1d10+5 force damage with 4
+1 Survival (Wis) beam(s). (If more than one beam, blast can • Elemental Gi (gain bludgeoning
+5 be used as mul ple beams of 1d10+5, each
with separate a ack roll to hit as one a ack
resistance; 6 mes betw. long rests, gain
30 . fly speed for 10 minutes)
20 * Prof. bonus added
ac on.) • Sanctuary Vessel (up to 5 join in bo le
11 PASSIVE WISDOM
(PERCEPTION) EQUIPMENT & TREASURE
respite, take short rest in 10 minutes)
• Mys c Arcanum (Blade of Disaster, Eyebite,
Carried Gear [PHB, p. 143]: leather armor (AC Dominate Monster, Plane Shi ; use each
PROFICIENCIES & LANGUAGES 11), two (2) daggers, spear, disguise kit once per long rest, no spell slots needed)
Armor: light armor, medium armor (cosme cs, hair dye, props, etc.), belt pouch, set • Limited Wish (once betw. 1d4 long rests,
of fine clothes, tools of the con (various small duplicate any 1 ac on spell of 6th level or
Weapons: simple weapons, greatsword, convincing fakes). (This load is about 34 lbs.; add less)
longsword, shortsword 1 lb. per 50 coins carried.)
Tools: disguise kit, forgery kit
Saving Throws: Wisdom, Charisma Coins & Gems: 22,510 gold pieces (gp); 78 silver
pieces (sp); 14 copper pieces (cp); 3 gems (worth
Skills: Decep on, History, Inves ga on, 1,000 gp each)
Nature, Sleight of Hand
Languages: Common, Gith, Primodial

ENCUMBRANCE
Li ing & Carrying: 180 lbs. max. carrying
capacity; 360 lbs. pushing or dragging (speed
-5 .); 360 lbs. max. li .

MAGIC SPELLS WARLOCK INVOCATIONS


Spellcas ng [PHB p. 201] Eldritch Invoca ons [PHB p. 110]
• Agonizing Blast (increased Eldritch Blast
damage)
Spell A ack Modifier +11
• Book of Ancient Secrets (as ritual, cast
Spell Save DC 19
Augury, Iden fy, Detect Poison And
Disease, Commune With Nature,
Cantrips Known: Eldritch Blast, Mage Hand, Divina on, Leomund's Tiny Hut, Meld Into
Minor Illusion, True Strike Stone, Phantom Steed, Purify Food And
Drink, Spike Growth)
Known Spells (4 spell slots) • One With Shadows (in dim light or
Sanctuary, Contact Other Plane, Meld Into darkness, become invisible as ac on)
Stone, Spike Growth, Stone Shape, Dispel • Minions of Chaos (Conjure Elemental for
Magic, Dream, Fly, Hex, Wall Of Stone, spell slot once betw. long rests)
Major Image, Mirror Image, Remove • Visions Of Distant Realsm (Arcane Eye at
Curse, Witch Bolt well)
• Witch Sight (within 30 feet, automa cally
see creatures shapechanged or concealed
by illusion)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • A ack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra a acks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this ac on. Difficult Terrain or Move While
• For ability checks, saving throws, and a ack • Cast Spell: If cas ng me 1 ac on. Grappling: "Half speed," uses up 10 . of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 . distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity a acks • Drop Prone: No cost to Speed.
The higher the total, the be er the effort. while moving; "defensive retreat." • Stand Up: From Prone posi on/condi on,
The DM tracks minimum totals needed • Dodge: Give a ackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For ini a ve rolls, roll 1d20 + Ini a ve • Grapple: Special melee a ack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or a ack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 ac on and up to 1 • Ready: Plan to take ac on as reac on REACTIONS (1 between turns)
bonus ac on. Between turns, do up to 1 when trigger occurs. • Cast Spell: If cas ng me 1 reac on.
reac on. • Search: Percep on or Inves ga on check. • Opportunity A ack: May make one a ack
• Advantage: Roll two d20s and use the • Shove: Special melee a ack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Ac on: A er trigger occurs, else
and use the lower result. h.p. dying creature; automa c success if ac on wasted.
• On a ack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a cri cal hit, while a "natural 1" is always • Use Object: Pick a lock, ac vate magical
• Concentra on (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Po on: Drink or administer. caster starts another concentra on spell,
me due to a acks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Cons tu on saving throw is
saves while at 0 hit points, gaining 6
• O and A ack: If doing A ack as ac on, needed to avoid immediately ending
levels of exhaus on, or suffering certain
deadly spells and hazzards. may make one a ack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If cas ng me 1 bonus ac on. needs a separate saving throw check.
items may create excep ons to any rules.
• Interac ng With An Object: Generally part
of another Movement or Ac on.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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