Huxi

To DOs!!!

Congratulation - You are all set for now :)


Overview


Core Stats

Stat Value
Hit Points 10
Armor Class (AC) 14
Proficiency Bonus +2
Initiative +5
Speed 30 ft.
Passive Perception 12

Ability Scores

Ability Score Modifier
Strength 12 +1
Dexterity 16 +3
Constitution 15 +2
Intelligence 14 +2
Wisdom 14 +2
Charisma 16 +3

Skills

Ability Skill Proficient Modifier
DEX Acrobatics [ ] +3
WIS Animal Handling [ ] +2
INT Arcana [ ] +2
STR Athletics [ ] +1
CHA Deception [ X ] +5
INT History [ ] +2
WIS Insight [ ] +2
CHA Intimidation [ ] +3
INT Investigation [ X ] +4
WIS Medicine [ ] +2
INT Nature [ ] +2
WIS Perception [ ] +2
CHA Performance [ ] +3
CHA Persuasion [ ] +3
INT Religion [ ] +2
DEX Sleight of Hand [ X ] +5
DEX Stealth [ X ] +5
WIS Survival [ ] +2

Saving Throws

Ability Proficient Modifier
Strength [ ] +1
Dexterity [ ] +3
Constitution [ ] +2
Intelligence [ ] +2
Wisdom [ X ] +4
Charisma [ X ] +5

Proficencies & Training


Species Abilities

Darkvision:

  • You have Darkvision with a range of 60 feet.

Otherworldly Presence:

  • You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

Chthonic Tiefling Spec:

  • Your Speed increases to 35 feet.
  • When you reach character levels 3 and 5, you learn a higher-level spell. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
  • You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.


Class Abilities

Level 1

Eldritch Invocations

You learn magical invocations that enhance your Warlock abilities.

  • Gain invocations as you level up
  • Each invocation grants a passive or at-will magical benefit
  • You can replace one invocation when you gain a Warlock level
Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand, or create a bond with a magic weapon you touch. You can’t bond with a magic weapon if someone else attuned to it or another Warlock is bonded with it. Until the bond ends, you’re proficient with it and can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Cha. instead of Str. or Dex.; and you can cause it to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapons ends if you use this feature’s Bonus Action again, if the weapon is more than 5 ft. away from you for more than 1 minute, or if you die. A conjured weapon disappears when the bond ends.

Pact Magic

You cast Warlock spells through a pact with a powerful patron.

  • Spell Slots: You have a small number of spell slots, all at the same level.
    • At Level 1 you can have 2 Cantrips and 2 Prepared Spells
  • Slot Recovery: You regain all Pact Magic spell slots on a Short or Long Rest.
  • Spellcasting Ability: Charisma
  • Spellcasting Focus: You can use an Arcane Focus.

Level 2

Magical Cunning

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Eldritch Invocations

You learn magical a new magical invocation

Mask of Many Faces

You can cast Disguise Self without expending a spell slot.

Agonizing Blast

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
Eldritch Blast

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.


Feats

Alert

Initiative Proficiency. When you roll Initiative, add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.


Attacks & Weapons

Weapon Attack Bonus / DC Damage Range Note
Rapier (Pact Weapon) +5 (cha mod + prof) 1d8 + Cha mod 5 ft. Melee
Dagger +5 (dex mod + prof) 1d4 + Dex mod 5 ft. Melee Thrown

Equipment

Worn / Equipped

Inventory


Spellcasting (if applicable)

Known / Prepared Spells

Cantrip

Level 1