Pinjata
2017-02-23, 05:00 PM
So in our new campaign, I intend to play a warlock (lvl 5). I picked a class, because I do not know it, while I am very familiar with standard fighter/rogue/cleric/full caster classes. I DID read all guides I could get online, but my DM has me limited to Pact of the chain option, so I intend to post my char here for you guys to asses how playable and sinergic it is. Problem is, I am rather unsure on how to play it. I inend to use my imp as invisible scout (Voice of Chain master) and I intend to snipe things with my improved Eldritch blast (Repelling blast and Dark Ones blessing might come handy) while making use of Darkness as basically my armor. I intend to save second spell slot for Stinking cloud/Fear in a right moment and Rod of Pactkeeper for those times when I can get back another slot.
So sort of a sniper/supporting caster/scout who relies on casting Darkness (and hopefully thus not de-buffing his friends. Oh and I took Lucky feat.
Warlock Female Tiefling Urchin Warlock 5 True Neutral AC 13 HP 38 Spd 30 Devils sight (see 120 feet black-and-white in pitch-dark) Resistance to fire damage
Str 8(-1) Dexterity 13(+1) Con 14(+2) Int 11(+0) Wis 12(+1) Cha 17(+3)
Inspiration:
Armor Class: 13 = 10 + 2 [studded leather] + 1 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 2 = -1 [strength] + 3 [proficiency]
Attack (missile / finesse): + 4 = + 1 [dexterity] + 3 [proficiency]
Saves: STR -1 DEX +1 CON +2 INT +0 WIS +4 CHA +6
Insight (passive): 14 (19 with advantage) Investigation (passive): 10 (15 with advantage) Perception (passive): 11 (16 with advantage)
Languages: Common Infernal
Spear [+2 to hit; 1d6-1 piercing, 4 lb, thrown (range 20/60), versatile (1d8)] (Dark Ones Blessing!)
2 Daggers [+4 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)] (Dark Ones Blessing!)
Mace [+2 to hit; 1d6-1 bludgeoning, 4 lb] (Dark Ones Blessing!)
Rod of the Pactkeeper
Feats: Lucky: Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Acrobatics +1
Animal Handling +1
Arcana Int +0
Athletics -1
Deception +6
History +0
Insight +4
Intimidation +3
Investigation +0
Medicine +1
Nature +0
Perception +1
Performance +3
Persuasion +6
Religion +0
Sleight of Hand +1
Stealth +4
Survival +1
At warlock level 5, xx knows 3 warlock cantrips.
Mark xx's Warlock Cantrip(s) here:
Eldritch Blast (Repelling Blast improvement!) (Dark Ones Blessing!)
Mage Hand
Minor Illusion
At warlock level 5, xx knows 6 warlock spells.
Choices may include xx's pact spell options.
Mark xx's First Level Warlock spells here:
none
Mark xx's Second Level Warlock spells here:
Blindness / Deafness [pact spell]
Darkness
Scorching Ray [pact spell]
Spider Climb
Mark xx's Third Level Warlock spells here:
Fear
Stinking Cloud [pact spell]
At warlock level 5, xx knows 3 warlock invocations.
Check xx's chosen invocations here.
Devil Sight
Repelling Blast -- requires eldritch blast cantrip
Voice of the Chain Master
PLUS:
Level 3: Hellish Rebuke 1/day
Level 5: Darkness 1/day
Check any other tools with which xx is proficient:
Disguise kit
Thieves' tools
Tiefling
+ 1 intelligence, + 2 charisma (already included)
Darkvision (see 60 feet black-and-white in pitch-dark)
Resistance to fire damage.
Thaumaturgy cantrip
Level 3: Hellish Rebuke 1/day
Level 5: Darkness 1/day
Urchin
You grew up on the city streets and learned to care for yourself.
You are proficient with disguise and thieving tools.
PC has a large animosity vs humans and dwarves.
Warlock
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier. (+ Rod of Pactkeeper +1)
Level 1: One spell slot / short rest, slot level 1.
Level 2: Two spell slots / short rest.
Level 2: Two invocations known.
Level 3: Spells slots are level 2.
Level 5: Spells slots are level 3.
Fiendish patron (warlock)
Expanded list of available spells.
Level 1: Dark Ones Blessing -- on reducing enemy to 0 hp, gain temporary hp equal to yourcharisma modifier plus warlock level
Level 6: Dark Ones Own Luck -- once per encounter, add a d10 to a rolled save or ability check.
Level 10: Fiendish Resilience -- at end of short or long rest, choose a damage type to have resistance against.
Level 14: Hurl Through Hell -- once per encounter, psychic damage to an opponent.
Chain pact (warlock)
Level 3: Familiar becomes available
First Ability Score Improvement: Feat
xx's Equipment:
Backpack
Crowbar
Hammer
Pitons (bag of 4) x 10
Rations (1 day) x 10
Rope (50', hempen) x 1
Tinderbox
Torches x 10
Waterskins x 1
Spell component pouch
Thieves' tools (proficient)
Disguise kit (25 gp)
Spear
2 daggers
mace
studded leather
Rod of the Pactkeeper
_____
92 lb
Total
Imp familiar (Voice of the Chain Master!)
Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
Challenge 1 (200 XP)
Shapechanger. The 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.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
ACTIONS
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The 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.
So sort of a sniper/supporting caster/scout who relies on casting Darkness (and hopefully thus not de-buffing his friends. Oh and I took Lucky feat.
Warlock Female Tiefling Urchin Warlock 5 True Neutral AC 13 HP 38 Spd 30 Devils sight (see 120 feet black-and-white in pitch-dark) Resistance to fire damage
Str 8(-1) Dexterity 13(+1) Con 14(+2) Int 11(+0) Wis 12(+1) Cha 17(+3)
Inspiration:
Armor Class: 13 = 10 + 2 [studded leather] + 1 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 2 = -1 [strength] + 3 [proficiency]
Attack (missile / finesse): + 4 = + 1 [dexterity] + 3 [proficiency]
Saves: STR -1 DEX +1 CON +2 INT +0 WIS +4 CHA +6
Insight (passive): 14 (19 with advantage) Investigation (passive): 10 (15 with advantage) Perception (passive): 11 (16 with advantage)
Languages: Common Infernal
Spear [+2 to hit; 1d6-1 piercing, 4 lb, thrown (range 20/60), versatile (1d8)] (Dark Ones Blessing!)
2 Daggers [+4 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)] (Dark Ones Blessing!)
Mace [+2 to hit; 1d6-1 bludgeoning, 4 lb] (Dark Ones Blessing!)
Rod of the Pactkeeper
Feats: Lucky: Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Acrobatics +1
Animal Handling +1
Arcana Int +0
Athletics -1
Deception +6
History +0
Insight +4
Intimidation +3
Investigation +0
Medicine +1
Nature +0
Perception +1
Performance +3
Persuasion +6
Religion +0
Sleight of Hand +1
Stealth +4
Survival +1
At warlock level 5, xx knows 3 warlock cantrips.
Mark xx's Warlock Cantrip(s) here:
Eldritch Blast (Repelling Blast improvement!) (Dark Ones Blessing!)
Mage Hand
Minor Illusion
At warlock level 5, xx knows 6 warlock spells.
Choices may include xx's pact spell options.
Mark xx's First Level Warlock spells here:
none
Mark xx's Second Level Warlock spells here:
Blindness / Deafness [pact spell]
Darkness
Scorching Ray [pact spell]
Spider Climb
Mark xx's Third Level Warlock spells here:
Fear
Stinking Cloud [pact spell]
At warlock level 5, xx knows 3 warlock invocations.
Check xx's chosen invocations here.
Devil Sight
Repelling Blast -- requires eldritch blast cantrip
Voice of the Chain Master
PLUS:
Level 3: Hellish Rebuke 1/day
Level 5: Darkness 1/day
Check any other tools with which xx is proficient:
Disguise kit
Thieves' tools
Tiefling
+ 1 intelligence, + 2 charisma (already included)
Darkvision (see 60 feet black-and-white in pitch-dark)
Resistance to fire damage.
Thaumaturgy cantrip
Level 3: Hellish Rebuke 1/day
Level 5: Darkness 1/day
Urchin
You grew up on the city streets and learned to care for yourself.
You are proficient with disguise and thieving tools.
PC has a large animosity vs humans and dwarves.
Warlock
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier. (+ Rod of Pactkeeper +1)
Level 1: One spell slot / short rest, slot level 1.
Level 2: Two spell slots / short rest.
Level 2: Two invocations known.
Level 3: Spells slots are level 2.
Level 5: Spells slots are level 3.
Fiendish patron (warlock)
Expanded list of available spells.
Level 1: Dark Ones Blessing -- on reducing enemy to 0 hp, gain temporary hp equal to yourcharisma modifier plus warlock level
Level 6: Dark Ones Own Luck -- once per encounter, add a d10 to a rolled save or ability check.
Level 10: Fiendish Resilience -- at end of short or long rest, choose a damage type to have resistance against.
Level 14: Hurl Through Hell -- once per encounter, psychic damage to an opponent.
Chain pact (warlock)
Level 3: Familiar becomes available
First Ability Score Improvement: Feat
xx's Equipment:
Backpack
Crowbar
Hammer
Pitons (bag of 4) x 10
Rations (1 day) x 10
Rope (50', hempen) x 1
Tinderbox
Torches x 10
Waterskins x 1
Spell component pouch
Thieves' tools (proficient)
Disguise kit (25 gp)
Spear
2 daggers
mace
studded leather
Rod of the Pactkeeper
_____
92 lb
Total
Imp familiar (Voice of the Chain Master!)
Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
Challenge 1 (200 XP)
Shapechanger. The 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.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
ACTIONS
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The 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.