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Mr. Teach: The Genie Warlock 11 Pirate
Mr. Teach: The Genie Warlock 11 Pirate
INSPIRATION
FORCE I like a job well done, especially if I can convince
17 2.14 30
0
someone else to do it. I stretch the truth for the sake
of a good story.
4 BONUS DE MAÎTRISE
10 TRAITS DE PERSONNALITÉ
2
0 Force
2 POINTS DE VIE ACTUELS anywhere and do anything. (Chaotic)
Dextérité
2 Constitution
14 1 Intelligence
IDÉAUX
4 Sagesse
CONSTITUTION 9 Charisme
POINTS DE VIE TEMPORAIRES
2 JETS DE SAUVEGARDE
11
Ruthless pirates murdered my captain and
1 4
5
Athlétisme (For)
Tromperie(Cha) NOM ATT DÉGÂTS / TYPE
Once I start drinking, it’s hard for me to stop.
12 1 Histoire (Int)
Eldritch Blast +10 1d10+5 Force
0 Perspicacité (Sag)
9 Intimidation (Cha) DÉFAUTS
SAGESSE Hex 1d6 Necrotic
1 Investigation (Int)
0 0
5
Médecine (Sag)
Nature (Int)
Vampiric Touch +10 3d6 Necrotic
Hellish Resistance
10 4 Perception (Sag)
Cone of Cold DC18 8d8 Cold Darkvision
5 Représentation (Cha)
Infernal Legacy
CHARISME
5 Persuasion (Cha)
Hellish Rebuke DC18 2d10 Fire Bad Reputation
1 Religion (Int)
5 2
2
Escamotage (Dex)
Discrétion (Dex)
Sickening Radia… DC18 4d10 Radiant
Genie’s Vessel
ÉQUIPEMENT
NOM ATT DÉGÂTS / TYPE
Total: 1 Total:
CP SP EP GP PP
1 4
Baton de tonnerre … +6 1d6 Bludgeoning …
1 Baton de tonnerre et d'eclair BOTTLED RESPITE ELEMENTAL GIFT (FLY)
Total: 1 Total: 1
ATTAQUES ET INCANTATIONS 1 1
PEARL OF POWER MYSTIC ARCANUM
ÉQUIPEMENT
Total: Total:
Total: Total:
CHARISME 18 10
0 TOURS DE MAGIE 3 0 6 0
Thaumaturgy
4 0
Banishment 8 0
1 0 Control Water
Polymorph
Find Familiar Sickening Radiance
Hellish Rebuke 9 0
Hex
5 3
2 0 Cone of Cold
Dream
Darkness Far Step
Mislead
Scrying
CAPACITÉS ET TRAITS
Hellish Resistance Genie’s Vessel Eldritch Invocations
You have resistance to fire damage. Your patron gifts you a magical vessel that grants you a In your study of occult lore, you have unearthed eldritch
measure of the genie's power. The vessel is a Tiny object, and invocations, fragments of forbidden knowledge that imbue
Darkvision you can use it as a spellcasting focus for your warlock spells. you with an abiding magical ability. At 2nd level, you gain
Thanks to your infernal heritage, you have superior vision in You decide what the object is, or you can determine what it is two eldritch invocations of your choice. Your invocation
dark and dim conditions. You can see in dim light within 60 randomly by rolling on the Genie's Vessel table. While you options are detailed at the end of the class description. When
feet of you as if it were bright light, and in darkness as if it are touching the vessel, you can use it in the following ways: you gain certain warlock levels, you gain additional
were dim light. You can't discern color in darkness, only -Bottled Respite. As an action, you can magically vanish and invocations of your choice, as shown in the Invocations
shades of gray. enter your vessel, which remains in the space you left. The Known column of the Warlock table. Additionally, when you
interior of the vessel is an extradimensional space in the gain a level in this class, you can choose one of the
Infernal Legacy
shape of a 20-foot-radius cylinder, 20 feet high, and invocations you know and replace it with another invocation
You know the thaumaturgy cantrip. When you reach 3rd
resembles your vessel. The interior is appointed with that you could learn at that level.
level, you can cast the hellish rebuke spell as a 2nd-level spell
cushions and low tables and is a comfortable temperature.
once with this trait and regain the ability to do so when you Eldritch Versatility
While inside, you can hear the area around your vessel as if
finish a long rest. When you reach 5th level, you can cast the Whenever you reach a level in this class that grants the
you were in its space. You can remain inside the vessel up to
darkness spell once with this trait and regain the ability to do Ability Score Improvement feature, you can do one of the
a number of hours equal to twice your proficiency bonus. You
so when you finish a long rest. Charisma is your spellcasting following, representing a change of focus in your occult
exit the vessel early if you use a bonus action to leave, if you
ability for these spells. studies: Replace one cantrip you learned from this class's Pact
die, or if the vessel is destroyed. When you exit the vessel,
you appear in the unoccupied space closest to it. Any objects Magic feature with another cantrip from the warlock spell list.
Bad Reputation
left in the vessel remain there until carried out, and if the Replace the option you chose for the Pact Boon feature with
No matter where you go, people are afraid of you due to your
vessel is destroyed, every object stored there harmlessly one of that feature's other options. If you're 12th level or
reputation. When you are in a civilized settlement, you can
appears in the unoccupied spaces closest to the vessel's higher, replace one spell from your Mystic Arcanum feature
get away with minor criminal offenses, such as refusing to
former space. Once you enter the vessel, you can't enter again with another warlock spell of the same level. If this change
pay for food at a tavern or breaking down doors at a local
until you finish a long rest. -Genie's Wrath. Once during each makes you ineligible for any of your Eldritch Invocations,
shop, since most people will not report your activity to the
of your turns when you hit with an attack roll, you can deal you must also replace them now, choosing invocations for
authorities.
extra damage to the target equal to your proficiency bonus. which you qualify.
one side of the area to the other and then crashes down. Any alignment and personality. The target assumes the hit points Illusion 5
Huge or smaller vehicles in the wave’s path are carried with it of its new form. When it reverts to its normal form, the Durée d'incantation : 1 minute
to the other side. Any Huge or smaller vehicles struck by the creature returns to the number of hit points it had before it Portée : Special
wave have a 25 percent chance of capsizing. The water level transformed. If it reverts as a result of dropping to 0 hit Cible : A creature known to you
remains elevated until the spell ends or you choose a different points, any excess damage carries over to its normal form. As Composantes : V S M
effect. If this effect produced a wave, the wave repeats on the long as the excess damage doesn’t reduce the creature’s Durée : 8 hours
start of your next turn while the flood effect lasts. -Part Water. normal form to 0 hit points, it isn’t knocked unconscious. The Description :
You cause water in the area to move apart and create a trench. creature is limited in the actions it can perform by the nature This spell shapes a creature’s dreams. Choose a creature
The trench extends across the spell’s area, and the separated of its new form, and it can’t speak, cast spells, or take any known to you as the target of this spell. The target must be on
water forms a wall to either side. The trench remains until the other action that requires hands or speech. The target’s gear the same plane of existence as you. Creatures that don’t sleep,
spell ends or you choose a different effect. The water then melds into the new form. The creature can’t activate, use, such as elves, can’t be contacted by this spell. You, or a
slowly fills in the trench over the course of the next round wield, or otherwise benefit from any of its equipment. willing creature you touch, enters a trance state, acting as a
until the normal water level is restored. -Redirect Flow. You messenger. While in the trance, the messenger is aware of his
cause flowing water in the area to move in a direction you Sickening Radiance or her surroundings, but can’t take actions or move. If the
choose, even if the water has to flow over obstacles, up walls, Évocation 4 target is asleep, the messenger appears in the target’s dreams
or in other unlikely directions. The water in the area moves as Durée d'incantation : 1 action and can converse with the target as long as it remains asleep,
you direct it, but once it moves beyond the spell’s area, it Portée : 120 feet through the duration of the spell. The messenger can also
resumes its flow based on the terrain conditions. The water Cible : A 30-foot-radius sphere centered on a point you shape the environment of the dream, creating landscapes,
continues to move in the direction you chose until the spell choose within range objects, and other images. The messenger can emerge from
ends or you choose a different effect. -Whirlpool. This effect Composantes : V S the trance at any time, ending the effect of the spell early. The
requires a body of water at least 50 feet square and 25 feet Durée : ConcentrationUp to 10 minutes target recalls the dream perfectly upon waking. If the target is
deep. You cause a whirlpool to form in the center of the area. Description : awake when you cast the spell, the messenger knows it, and
The whirlpool forms a vortex that is 5 feet wide at the base, Dim, greenish light spreads within a 30-foot-radius sphere can either end the trance (and the spell) or wait for the target
up to 50 feet wide at the top, and 25 feet tall. Any creature or centered on a point you choose within range. The light to fall asleep, at which point the messenger appears in the
object in the water and within 25 feet of the vortex is pulled spreads around corners, and it lasts until the spell ends. When target’s dreams. You can make the messenger appear
10 feet toward it. A creature can swim away from the vortex a creature moves into the spell’s area for the first time on a monstrous and terrifying to the target. If you do, the
by making a Strength (Athletics) check against your spell turn or starts its turn there, that creature must succeed on a messenger can deliver a message of no more than ten words
save DC. When a creature enters the vortex for the first time Constitution saving throw or take 4d10 radiant damage, and it and then the target must make a Wisdom saving throw. On a
on a turn or starts its turn there, it must make a Strength suffers one level of exhaustion and emits a dim, greenish light failed save, echoes of the phantasmal monstrosity spawn a
saving throw. On a failed save, the creature takes 2d8 in a 5-foot radius. This light makes it impossible for the nightmare that lasts the duration of the target’s sleep and
bludgeoning damage and is caught in the vortex until the spell creature to benefit from being invisible. The light and any prevents the target from gaining any benefit from that rest. In
ends. On a successful save, the creature takes half damage, levels of exhaustion caused by this spell go away when the addition, when the target wakes up, it takes 3d6 psychic
and isn’t caught in the vortex. A creature caught in the vortex spell ends. damage. If you have a body part, lock of hair, clipping from a
can use its action to try to swim away from the vortex as nail, or similar portion of the target’s body, the target makes
described above, but has disadvantage on the Strength its saving throw with disadvantage.