5th Edition Character Sheet
Skills
c:
eldritch blast
true strike
resistance
mind sliver
spells:
Dissonant WhispersTasha's Hideous Laughter
Detect Thoughts
Phantasmal Force
Clairvoyance
Sending
Dominate Beast
Evard's Black Tentacles
elemental bain
Raulothim's Psychic Lance
phyonic blast
invisibility
mirror image
hex
witch bolt
helish rebuke
mind thrust
c:
eldritch blast
true strike
resistance
mind sliver
spells:
Dissonant Whispers
Tasha's Hideous Laughter
Detect Thoughts
Phantasmal Force
Clairvoyance
Sending
Dominate Beast
Evard's Black Tentacles
elemental bain
Raulothim's Psychic Lance
phyonic blast
invisibility
mirror image
hex
witch bolt
helish rebuke
mind thrust
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic WardAt 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a [d4] to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
cracked round shirld+1- 3ac
witch outfit
Languages: Common,
Source: Player's Handbook
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Source: Tasha's Cauldron of Everything
Prerequisite: 7th level, Pact of the Talisman feature
When the wearer of your talisman fails a saving throw, they can add a [d4] to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Source: Tasha's Cauldron of Everything
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Prerequisites: the ability to cast spells
You have practiced casting a few spells until you are the best in the world at casting them. You gain the following benefits with one spell of 5th level or lower you can cast:
You can cast the spell with your highest spell slot without expending a spell slot or any components once per short or long rest.
If the spell has a casting time of 1 action you can cast it as a bonus action.
You have advantage on spell attack rolls and creatures have disadvantage on saves vs. your spell.
Shield Training (UA)
Source: Unearthed Arcana 73 - Feats
You’ve trained in the effective use of shields. You gain the following benefits:
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
You gain proficiency with shields.
In combat, you can don or doff a shield as the free object interaction on your turn.
If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
Spell Sniper
Source: Player's Handbook
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Shout outs: Stacey, Mario Pizzamiglio, Eric Schreeck, Ben-Jam-in, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Pythor Sen, Bryson Waits, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!
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