Generated for #SFU69822. Zachary Weber (zachwebber59.zw@gmail.
com)
Letha Darkpike
House Arcane - Warlock
Power doesn’t make me right.
I just happen to be correct to begin with.
Clan Darkpike, despite the name, has largely closed the book on its
past of necromancy and forging the souls of its enemies into weapons
.
The clan now has a flourishing line of alchemical and ‘mildly’ magical
potions, and is often hired to decorate castles and tombs.
Letha detests the new direction and yearns for the days of magical
mysteries and forbidden rituals, to uncover the secrets of magic.
Since arriving at the Academy, Letha doesn’t seem to practice.
Anything. She simply studies the book or scroll for twice as long as
anyone else, stands up, and just... does it.
Stitches, her talking staff, always encourages Letha to meet new
people and interact with her peers. ‘Minions don’t grow on trees
anymore you know,’ they like to remind her.
Generated for #SFU69822. Zachary Weber (zachwebber59.zw@gmail.com)
Name Letha Darkpike Class Warlock Level Skills (Proficient)
Action Reference Guide
In one round you may take
Dwarf
+2 (INT) Arcana
Heritage Best Friend Rival +2 (INT) History
One Move Action Get Stiches to stop referring to Rediscover a magical secret or spell
+6 (CHA) Intimidation
other people as ‘potential minions’. (hopefully one that will animate a golem).
Move up to your speed on your turn. Movement can
be interrupted to perform any other action then Short Term Goal Long Term Goal +2 (INT) Investigation
x HP
finished afterwards.
One Action
Ma
12 +2 11
Attack with a weapon or cast a spell.
/12 Te
13 +2 25ft. 1
Cur
mp HP
(1d8+3+1)
Two-Weapon Fighting allows two attacks using a pair
ren Proficiency Passive Inspiration
of light weapons, using your Bonus Action.
tH Bonus Perception
Grapple a foe with a free hand. Using your Athletics
ArmoUr CLass Initiative Speed P HIT Die (D8) Death Sa ves
vs their Athletics or Acrobatics.
Dash allows you to move up to your speed, in addition
to your move action. Spellcasting
Disengage from your melee with a foe. Your +1 +2 +3 +1 +0 +4 Pact Magic. You know two cantrips and two 1st level spells
movement no longer provokes attacks for this turn. 12 14 16 13 10 18 from the Warlock list. You have one 1st level spell slot. Short Rest.
Dodge to focus on defense. Attacks made against you
have disadvantage. Strength Dexterity Constitution Wisdom Intelligence Charisma
Help gives an ally advantage to an ability check
or attack.
Hide gives you an advantage to attacking visible foes
Strength Intelligence Character Levelling
Scarecrow Staff. You can use your staff as an arcane focus, Dexterity +3 Wisdom
and them disadvantage to hit you.
Ready an Action performs a single action later in a
and can cast Poison Spray and Chill Touch cantrips while holding it.
Constitution +6 Charisma Level II 1st
round, using your Reaction, once a trigger occurs.
Ancestral Item Sa ving Throws HP: Increase current and maximum HP by 9 (total of 21),
gain 1 additional hit dice (2d8 total).
Search devotes yout turn to finding something.
Features and Abilities:
This may require a Perception or Investigation check.
Eldritch Invocations. Pick 2 or:
Shove lets you push a foe back 5 feet or knock them Languages Features & Traits AttackS Agonizing Blast. Add your CHA modifier as DMG to Eldritch Blast
prone using Athletics vs their Athletics or Acrobatics. Scarecrow Staff. 5ft Reach. +6 to hit. On hit 1d8+4 BLUDG DMG. on hit. (+4)
Academy Student. Eyes of the Rune Keeper. You can read all writing.
Light Crossbow. 80ft/320ft. +4 to hit. On hit 1d8+2 PIERC DMG.
Use an object lets you activate or interact with an item Common, Dwarven and When reduced to 0 HP Spellcasting. You learn 1 new spell, and can swap out another
2 additional languages Dagger. 5ft Reach. +4 to hit. On hit 1d4+2 PIERC DMG.
that takes an entire action to function. immediately spend any number spell. You gain one additional 1st level slot. Short Rest.
of hit dice as if during a Short
Rest. The student cannot use
One reaction (if triggered) Equipment
this feature again until they have
gained a level.
Level III 2 nd
House Badge. Arcane.
SpellCasting HP: Increase current and maximum HP by 9 (total of 30),
You can use a reaction once at any point during the Cantrips
round until it is your turn again. Once per Short Rest you can reroll • Eldritch Blast. 1 ACT. 120ft. Ranged spell attack +6. 1d10 FORCE DMG. gain 1 additional hit dice (3d8 total).
a single d20 when making a spell
• perform a single attack of opportunity. • Mage Hand. 1 ACT. 30 ft. 1 minute. Spectral hand you can use to Features and Abilities:
ATTK or SAVE against a spell, or
• Using a Readied Action that has been triggered. spell-like effect. You must use the manipulate things or carry less than 10 lbs. Pact Boon. pick one or:
• Some spells can only be used as a Reaction. new result. • Chill Touch. 1 ACT, 120ft, 1 Round, Ranged spell attack +6 1d8 NECRO Pact of the Tome, gain a Book of Shadows. While book is on
CP SP GP Darkvision. 60ft. DMG, target can’t regain HP till end of your next turn. your person, pick any three cantrips (any class). These don’t count
One interaction Dwarven Resilience. Resistance
• Poison Spray. 1 ACT, 10ft. 1 creature, CON SAVE DC 14 1d12 PSN DMG
on fail.
towards your total known and can be cast at will.
to PSN DMG, ADV on SAVs If book is lost, 1 hour Ceremony to replace. Lost book is destroyed.
A short amount of speaking and a simple action House Badge against PSN. Spellcasting. You learn one new spell, and can swap out another
1st level
(e.g. drawing a weapon). Stiches the Scarecrow Staff Stone Cunning. Add an additional spell. Both your spell slots become 2nd level slots. Short Rest.
Light Crossbow and 20 bolts +2 to History Checks relating to • Hellish Rebuke. 1 REA, range 60ft, point at a creature that damaged
Arcane Focus stonework. Ancestral Item: You can reroll cantrip DMG results of 1 or 2.
you. Creature makes DEX SAVE DC 14, 2d10 FIRE DMG on FAIL, half as
One Bonus action (when granted) Dungeoneeer’s Pack
Leather Armour
Otherworldly Patron. much on SUC.
You must use the new result even if it is a 1 or 2.
Choose one or: The Fiend. Dark • Command. 1 ACT, 60ft, 1 round. 1 creature WIS SAVE DC 14, on FAIL
2 Daggers One’s Blessing, if you reduce
Many class and heritage features are performed as a follows a simple 1 word command. (Creature cannot harm self.)
bonus action on your turn. These will be specified as such. hostile to 0 HP, gain temp HP
equal to class LVL +4.