New 'Jammers (PBP Rogues Gallery)


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Welcome aboard! Here's where you put your soon-to-be-jamming characters!
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Captain Elaina Sartell
Medium Humanoid (Human), Chaotic Good

Armor Class 15 (studded leather)
Hit Points 65
Hit Dice 1d8+2 (x10)
Speed 30 ft.

STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 14 (+2)

Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4, Persuasion +4
Senses Passive Perception 10
Languages Common, Thieves' Cant

Captain Sartell makes three melee attacks: two with her scimitar and one with her dagger. Or she makes two ranged attacks with her daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Captain Sartell adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
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Snarf Zagyg

Notorious Liquefactionist
Brother Phlox, a Human Quarantine Enforcer.

Way of (No) Mercy Monk
Level 5
Lawful Neutral
Deity: Incabulos & Zuoken
Monastic Tradition: Le Ombre dal Lazzaretto

AC 17
HP 38/38
Hit Dice: 5/5 at 5d8+2
Speed: 50 feet
Passive Perception: 16
Proficiency +3

Size: M
Type: Humanoid

Str 12 (+1)
+Athletics: +4

Dex 18 (+4)
+Acrobatics: +7
Sleight of Hand: +4
+Stealth: +7

Con 14 (+2)

Int 10 (0)
Arcana: -
History: -
+Investigation: +3
Nature: -
Religion: -

Wis 16 (+3)
Animal Handling: +3
+Insight: +6
+Medicine: +6
+Perception: +6
Survival: +3

Cha 8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1

(+ = Proficient)

Saving Throws: +Dexterity (+7) +Strength (+4)
Con (+2) Int (-) Wis (+3) Cha (-1)

Martial Arts Die d6

Quarterstaff Bludgeoning, gets 2 attacks per round, monk weapon
+7 to hit, for 1d8+4

Unarmed Attacks
+7 to hit, for 1d6+4


Simple Weapons, Shortswords, Alchemists Supplies, Stealth, Acrobatics (Monk)
Medicine, Insight (Way of Mercy)
Investigation, Athletics, Poisoner’s Kit (Lazzar)
Perception (Human)

Languages: Common, Thieves Cant, Common Sign Language

+1 Con, once per turn, when hit critter, can move it 5’ to unoccupied space
Mobile: Speed +10’, dash ignores difficult terrain, no opportunity attacks
(ASI +2 Dex)

Monk Features
5 ki points, recharge on short rest
Unarmored Movement: +10 ft.
Unarmored Defense: AC = 10 + Dex mod + Wis mod.
Martial Arts:
-Use dex for attack and damage for unarmed strikes and monk weapons.
-Use martial arts die for damage.
-Can make unarmed strike as bonus action.
Flurry of Blows: Immediately after you take the Attack action on your turn, 1 ki to make two unarmed strikes as a bonus action.
Patient Defense: 1 point to take the Dodge action as a bonus action on your turn.
Step of the Wind: 1 ki to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Deflect Missiles: Use reaction to reflect/catch missiles when hit. Damage is reduced by d10+ (dex modifier) + (monk level). If damage reduced to 0, can use 1 ki to make ranged attack with the weapon.
Ki-Fueled Attack: (TCOE Option) If 1 ki is spent on action, then can make one attack as a bonus action.
Slow Fall: Use reaction to reduce falling damage by 5x (monk level). (25hp)
Quickened Healing: (TCOE Option) As action, use 2 ki and regain Martial Arts Die + Proficiency Bonus hit points. (d6+3)
Extra Attack: Attack twice when you take attack action.
Stunning Strike: Use 1 ki; target must make a con save or be stunned until end of my next turn.
Focused Aim: (TCOE Option) On a miss, can use 1-3 ki to increase attack roll by 2 for each ki expended.

Mercy Features
Hands of Healing:
Currently d6+3
As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Hands of Harm: Currently d6+3
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Human Features
: Gain Inspiration on Long Rest
Skillful: +1 Proficiency (Perception)
Versatile: +1 Feat (Mobile)

Ki Save
8 + prof bonus + wis modifier = 14

Robes, hood, boots, and gloves that completely cover body (all from order)
50' silk rope
Alchemists’ Supplies (Artisan’s Tools)
Poisoners Kit
Several bundles of fragrant flowers
Several bundles of fragrant herbs
Purse (50 gp) (for bribes)
2 Vials of Burnt other Fumes (Inhaled Poison)
2 Vials of Oil of Taggit (Contact Poison for Staff)
2 Vials of Torpor (Ingested Poison)
2 Vials of Oil (for burning)

Background: Le Ombre dal Lazzaretto (Custom)
The Shadows of the Plague House, the Lazzar (as they are colloquially known) are an order of monks that has been tasked with the strict enforcement of quarantine laws. They normally live on their island monastery, physically training and ensuring that incoming ships maintain the required quarantine times; but when an outbreaks occur, or there has been a violation of the law, masked monks are dispatched to the port to ensure the outbreak is ended; usually by killing the infected and those with close contact with them.

ASIs: +2 Wis, +1 Dex
Two proficiencies (Athletics, Investigation)
One tool (Poisoner’s kit- to assist the ill and those exposed to them)
Language (Thieves’ cant- for information)
Feat: Crusher

No one other than the other monks at the Lazzaretto have seen Brother Phlox; when he ventures out into the world, he is covered completely, head-to-toe, in the raiment of the Order. Every Brother has a different mask that was given to them to fit their personality; Phlox has a mask with silver tones that looks both placid and angrily disapproving, setting off the golden hue of his Order's robes.

Were he to remove the encompassing clothes, he would appear to be an average, albeit sinewy and lithe, human. Perhaps the only remarkable feature is that Phlox, like all members of the Order, shaves all hair completely from his body, the better to protect himself against contamination and disease.

Brother Phlox was found abandoned as a baby, and given to the monks of the Lazaretto Island to raise. All the monks there are orphans, and this is how they maintain their numbers. Most major ports have an order of the Shadow of the Plague House, tasked with the difficult job of ensuring that strict quarantine protocols for incoming ships are enforced …. and, more importantly, that should an outbreak of the plague surface, it is swiftly and harshly dealt with.

Training for children is harsh and unyielding by the Lazzar (as the monks are colloquially referred to), and many die from either the training, the harsh conditions on the island, or exposure to the constant influx of diseases that the ships bring in. But those who make it to puberty are full members of the order, and given a name- always that of a flower or herb, to reflect the fragrant bundles that the monks use to keep the smell of disease and putrefaction at bay.

When they reach the age of 16, they are provided a mask, and allowed to go on missions to the port- the presence of the Lazzar in the port always provokes dread and fear, as their mission is always the same. Root out disease. Make sure that it does not spread. Use any measure necessary. Authorities look the other way, and the people of the port will close their shutters hoping that the Lazzar will not stop at their doorstep.

This is Brother Phlox’s life. Make sure the rules are followed. And if they aren’t …. then find the disease. Cut it out. And remove the healthy tissue around it to make sure it doesn’t spread.

Trait: I'm oblivious to etiquette and social expectations.
Ideal: No one should get preferential treatment before the law, and no one is above the law.
Bond: My honor is my life.
Flaw: I am inflexible in my thinking.
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Sweet William
(image and backstory need to be finished)

HP: 54
AC: 19 (Splint armor, shield)
Speed: 30 feet
HD: 5d10
Size: Small

Hare Trigger. Add prof to initiative
Leporine Senses. prof with perception
Lucky Footwork. When you fail a dexterity save, use reaction to roll d4 and add it to the result. Can't use if prone.
Rabbit Hop. Bonus action, jump 5 feet*prof bonus without provoking AoO. Use only if speed is greater than 0. Use it prof times per long rest.
Divine Sense. Action, know the location of any celestial, fiend, or undead with 60 feet not behind total cover until the end of your next turn. Know the type (Celestial, fiend, or undead) but not its identity. Within the same radius also detect places or objects consecrated or desecrated.
Lay on Hands. Pool of healing equal to paladin levelx5, use an action to heal a number up to the max. Alternatively expend 5 hp to cure the target of one disease or poison. No effect on undead and constructs
Smite. Expend a spell slot when you hit with a melee weapon attack. 2d8 radiant damage, plus 1d8 per level above fist up to 5d8. The damage increases by 1d8 if the target is an undead or a fiend
Fighting Style: Dueling.
Divine health.
Immune to disease
Oath of Ancients
Channel Divinity.
Once per Long or Short Rest
-Turn the Faithless: Action, each fey or fiend within 30 feet that can hear you must make a wisdom save or be turned for 1 minute/it takes damage. Turned creatures must use its action to move away from you or dodge if it can't. No reactions and its true form is revealed while turned.
-Nature's Wrath: Action, spectral vines srping up and reach for a reature within 10 feet that you can see. Must succeed a str or dex save or be restrained. While restrained, repeat save at the end of each turn.
ASI: Skill expert
Extra Attack

Tough: Increase HP by level*2 and add 2 every time you level up.
Skill Expert: +1 Str, proficient with performance, expertise in Intimidation

  • light, medium, heavy, shield
  • simple, martial
  • guitar
  • Wis, Cha
  • Athletics, Deception, Intimidation, Perception, Performance, Survival
Speaks: Common, Sylvan, something

DC 13, +5 to hit
1:Cure Wounds, Shield of Faith Ensnaring Strike*, Speak with Animals*
2: Find Steed, Moonbeam*, Misty Step*

Splint mail, longsword, shield, a dagger, explorer's pack, holy symbol, guitar, traveler's clothes, Silver hand mirror with a nymph-shaped handle, Glossy mushroom with a red, bell-shaped cap that jingles when shook, 1-inch-square painting of a sleeping elf, Potion of Animal Friendship, 2 potions of healing, 8 gp

Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Background Feat: Tough (+2 HP per level)
Feymark: Has a sweet scent like honey
Fey Messenger: awakened bee
Trait: Like a nomad, I can't settle down in one place for very long
Ideal: Honor. A deal is a deal, and I would never break one
Bond. I would never break my word
Flaw. My temper has a way of getting away from me.

Sweet William's name began as an ironic nick name given by the people he terrorized as a youth. He started fights, drank too much, stole, and ended fights a little more decisively than he needed to. The town collectively breathed a little easier after the night he wandered off into the woods, stinking drunk, and never returned. He'd gotten so lost in the woods he wound up in the feywild, eventually finding a dryad who helped convince him to change his ways. After a time adventuring in her service, he decided he need to return to his home and apologize to some people he was particularly awful to.

I doubt it will come up but my scattered notes repeatedly mention that the dryad's tree has a beehive in it that moves around and usually ends up sitting over her head so it looks like the beehive hairdo.
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Kobold Stew

Last Guy in the Airlock
Lizardfolk Wildfire Druid 5


Produce flame: +7 for 2d8 fire [no resistance], 30’
Bite: +3 for 1d6 slashing [Hungry Jaws: bonus to bite and get 3thp; 3/long]

Walk/Swim 30’ (hold breath 15 min), Medium Humanoid
HP 38, AC 15 (17 with shield)
S 10
D 14 [13+1 race]
C 14
I 10 (save +3)
W 18 (save +7) [15+2 race+1 feat]
Ch 10

  • Druid weapons (sickle, spear, staff)
  • Light/Med armor, shield
  • Herbalism, Bonecarving/Scrimshaw
  • Languages: Common, Draconic, Common Sign Language, Druidic
  • Skills: Survival (+7), Perception (+7), Nature (+3), Stealth (+5), Acrobatics (+5), Intimidation (+3)
Spells: DRUID SPELLS: DC 15, +7 to hit. 9 spells prepared. Slots: 4,3,2.
  • Cantrips: Druidcraft (racial), Mage hand (30’, feat), Produce Flame (class), Guidance (class), Mending (class)
  • Level 1 (burning hands, cure wounds) Goodberry, Faerie Fire, Entangle
  • Level 2 (flaming sphere, scorching ray) Heat Metal, Lesser Restoration, Summon Beast, Pass Without Trace, Augury
  • Level 3 (plant growth, revivify) Call Lightning
Wild Shape: 2/long (CR ½, no flying); [wild companion – can be used for find familiar (2 hrs)]
Summon Wildfire Spirit for 1 hour:
  • When it appears dex save w/in 10’ or 2d6
  • Acts on my turn, after; dodge or bonus action to command
  • AC 13, HP 30, move/fly 30, 60’darkvision (10/14/14/13/15/11)
  • Immune to fire, charm, fear, grapple, prone, restrain
  • Flame seed: 60’, +7, 1d6+4
  • Fiery Teleportation: teleport 15’ w/anyone within 5’; those left Dex save or 1d6+4.
Feat: Telekinetic: bonus to shove 5’ (towards/away), STR save vs DC 15.
(background) Elemental Adept (fire): ignore fire resistance; treat 1s as 2s

Background: Custom
200 gp gilded acorn (summon beast)
25 gp bones (augury)
10 gp Explorer’s Pack
Druidic focus (1gp totem, around neck)
Herbalism kit (5gp, 3#)
Bonecarving/Scrimshaw tools (5gp, 5#, following leatherworkers)
Shield (10gp, 6#)
Leather bag of assorted bones and antlers
100gp diamonds [300 gp needed for diamonds (revivify)]
still to come
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Possibly a Idiot.

Glau screenshot.png

Height : 3’5’’ Weight : 30 lbs Character Race: Plasmoid

Eyes : orbs Hair : none Size : small Type: Ooze

Alignment : CG Deity: Doesn’t care much for them


Glau is, well, an ooze. Small sized and normally colored green, they can shift colors as quickly as they shift forms. Resting texture is warm, smooth, and round. But that is also quite variable.


Glau is part of a spelljamming ship crew, and serves as some stealthy muscle and hidden bodyguard.

Background: Bodyguard

Stats: +2 Str, +1 Con

Skills: Stealth, Insight
Tools: Playing Cards

Languages: Primordial, Common Sign Language

Always on the lookout for danger, you gain the following benefits:

Initiative Proficiency. When you roll Initiative, you can 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 is Incapacitated.



Creature Type: Ooze.

Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.

Darkvision: 60’

Hold Breath: You can hold your breath for 1 hour.

Natural Resilience: You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self:
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.

Barbarian 5

Athletics, Perception

Bonus action 3/lr. +2 damage with STR weapons, resistance to B/P/S damage, . Advantage on Strength checks and Strength saving throws.

Unarmored Defense
While you are not wearing any armor, AC = 10+DEX+CON+Shield. (15)


Scimitar, Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn

Trident, Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition.

Flail, Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn

Reckless Attack
Apply advantage on all your STR attacks, and all attacks made against you until your next turn.

Primal Path
Path of the Berserker

Primal Knowledge
+1 skill: Athletics.
While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability:
Acrobatics, Intimidation, Perception, Stealth, or Survival.
When you use this ability, your Strength represents primal power coursing through and around you.

You master fighting with two weapons, gaining the following benefits:

Ability Score Increase. Increase your Strength score by 1

Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.

Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

Extra Attack
Attack twice with attack action.

Fast Movement
+10 movement speed, when not in heavy armor.

Path of the Berserker


You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. +2d6 damage.

Darkvision 60’
Passive Perception 13, 22 while in rage. (+4 str, +3 prof, +5 for adv)
Passive Investigation 9
Passive Insight 13

Light Armor, Medium Armor, Shields

Martial Weapons, Simple Weapons

Playing Card Set

Common, Primordial, Common Sign Language

Stealth, Athletics, Perception, Intimidation, Insight

†Acrobatics (dex) +2, +4 In Rage.
Animal handling (wis) +0
Arcana (int) +0
*†Athletics (str) +7
Deception (cha) +0
History (int) -1
*Insight (wis) +3
*†Intimidation (cha) +1, +4 In Rage
Investigation (int) -1
Medicine (wis) +0
Nature (int) -1
*†Perception (wis) +3, +7 In Rage.
Performance (cha) -1
Persuasion (cha) -1
Religion (int) -1
Sleight of hand (dex) +2
*†Stealth (dex) +5, +7 in rage.
†Survival (wis) +0, +4 in rage.
*: trained
†: Primal Knowledge skill

Str : 18 (+4)
Dex : 14 (+2)
Con : 16 (+3)
Int : 8 (-1)
Wis: 10 (+1)
Cha: 8 (-1)

Initiative: +5
Speed: 40'
Inspiration: X
Health points: 55 = 12+3 + 4(7+3)
Temp HP: 0
HD: 5d12
Proficiency: +3
AC: 15 (unarmored)

Saving throws:
STR+7, CON+6, ADV: VS poison

Unarmed, +7 Attack STR(4) Bludgeoning, Grapple, Shove
Cutlass (Scimitar), +7 Attack, 1d6+STR(4) Slashing, Finesse, Light, Nick
Chain (Flail), +7 Attack, 1d8+STR(4) Bludgeoning , Sap

Dagger +7 Attack, 1d4+STR(4) Piercing, Finesse, Light, Thrown (Range 20/60) Nick
Harpoon (Trident) +7 Attack, 1d8 +STR(4) Piercing, Thrown (Range 20/60), Versatile (1d10), Topple

Shape Self (Reshape Body)
Grow or hide limbs.

Rage: 3/lr
Extend Rage.

Two-Weapon Fighting (May be used as part of attack action, thanks to Nick)
Cutlass (Scimitar) +7 Attack, 1d6 Slashing, Finesse, Light, Nick
Dagger +7 Attack, 1d4 Piercing, Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP

Shape Self (Pseudopod).
10’ reach use object.

Opportunity attack.

Carrying Capacity: 270 lb
Push, Drag, Lift: 540 lb

Flail 2 lb. 10 GP
Scimitar 3 lb. 25 GP
Dagger 1 lb. 2 GP
Trident 4 lb. 5 GP

Backpack (for hiding), 5gp
Playing card set, 1gp
Potions of healing x4, 200g,

The gear pack:
Dungeoneer’s Pack: 12 gp
Piton x10
Rations x10
Hemp Rope 50’
Torch x 10
Climber's Kit: 25 gp

PP: 0
GP: 115
EP: 0
SP: 0
CP: 0
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Gunthar the Fishmonger
Level 5 Neutral Good Dwarf Male Hunter Ranger

AC 16 (Scale Mail)
HP 64 (5d10+30)
Init +2
Speed 30'
Proficiency Bonus +3

Str 16 (+3) Save +6
Dex 14 (+2) Save +5
Con 16 (+3) Save +6
Int 8 (-1)
Wis 12 (+1)
Cha 10 (+0)
Passive Perception 18
Passive Investigation 12

Attack Actions (Extra Attack, Two Weapon Fighting Style)
Fish-knocker (Light Hammer): +6 Atk, 1d4+3 bludgeoning
Filet Long-knife (Scimitar): +6 Atk, 1d6+3 slashing
Boot Knife (Dagger): +6 Atk, 1d4+3/3 piercing, range 20/60
Harpoon x4 (Javelin): +6 Atk, 1d6+3 piercing, range 30/120

Darkvision 60 feet.
Resistance to Poison Damage. Advantage on saving throws to avoid or end the Poisoned Condition.
Dwarven Toughness: (Hit Point Maximum increases by 1 whenever you gain a level.)
Stonecunning: As a Bonus Action, Tremorsense* with a range of 60 feet for 10 minutes. Must be on a stone surface or touching such a surface to use. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
Expertise: Perception, Survival
Favored Enemy: You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
Fighting Style: Two-Weapon
Hunter's Prey: When you hit a creature with a Weapon or an Unarmed Strike as part of the Attack Action on your turn, the Weapon or Unarmed Strike deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Proficient Skills/Tools
Athletics +6
Investigation +2
Perception +7
Stealth +5
Survival +7
Tools: Tinker's Tools, Jeweler's Tools, Navigator's Tools

Background: Tough (Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.)
Level 4: Resilient (CON)

Spells +4 atk, DC12
Cantrips: Guidance, Thorn Whip
First Level: Cure Wounds, Fog Cloud, Healing Word, Hunter's Mark, Longstrider
Second Level: Barkskin, Spike Growth

Common, Dwarvish

Magic Items
Potion of Healing x2

Mundane Equipment
Mess kit
Torches (6)
Rations (5)
Hempen rope (50 ft.)
Piton (3)


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Name: Charlie Cook
Race: Male Human
Background: Sailor
Class: Fathomless Warlock 5
Alignment: Chaotic Good
Proficiency Bonus: +3
Inspiration: No
Spent HD: none

Passive Perception: 9
Initiative: +2
AC: 15

Strength:10 (+0)
Athlethics: +0​

Dexterity:15 (+2)
+Acrobatics: +5
Sleight of Hand: +2
+Stealth: +5​

Constitution: 14 (+2)

Charisma:18 (+4)
+Deception: +7
Intimidation: +4
Performance: +4
+Persuasion: +7​
Speed: 30 ft, 40 ft Swim
Hit Dice: 5 d8+2
HP: 36/36

Intelligence:12 (+1)
+Arcana: +4
History: +1
Nature: +1
Investigation: +1
Religion: +1​

Wisdom:8 (-1)
Animal Handling: -1
Insight: -1
Medicine: -1
Perception: -1
Survival: -1​


Initiative: +2

Eldritch Blast
120 ft
To Hit
1d4+2 (p)
Finesse, Light, Thrown (20/60)
Ranged spell attack
Strength: +0
Intelligence: +1
Dexterity: +2
+Wisdom: +2
Constitution: +2
+Charisma: +6

Proficiencies and Languages
Languages: Common, Primodial​
Weapons: Simple​
Armor: Light, Medium​
Tools: Navigator’s Tools​
Size: Medium;​
Resourceful: You gain Inspiration whenever you finish a Long Rest.​
Skillful: You gain Proficiency in one Skill of your choice.​
Versatile: You gain the Skilled Feat or another 1st-level Feat of your choice.​

Background: Ship Quartermaster​
Skills: Acrobatics, Persuasion​
Background Feat: Tavern Brawler​
Class: Warlock (The Fathomless)​
Delving into eldritch secrets, you have learned how to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Warlock.​
You know two cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Chill Touch and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Warlock table.​
Spell Slots:
The Warlock table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.​
Prepared Spells:
You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Charm Person and Witch Bolt. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 5th-level Warlock, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination. If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.​
Changing Your Prepared Spells:
Whenever you gain a Warlock level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.​
Spellcasting Ability:
Your Pact Boon feature determines the spellcasting ability for the spells you cast with your Warlock features.​
Spellcasting Focus:
You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.​
Patron Spells:
Prepared Spells:
You always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.​
Free Casting:
You can cast one of your prepared spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.​
Fathonless Spells:
Warlock Level Spells​
3rd Create or Destroy Water, Thunderwave​
5th Gust of Wind, Silence​
9th Lightning Bolt, Sleet Storm​
13th Control Water, Summon Elemental​
17th Bigby's Hand (appears as a tentacle), Cone of Cold​
Gift of the Sea:
I have a swimming speed of 40 ft and I can breathe underwater​
Tentacle of the Deeps: [1d8, Proficiency Bonus per long rest]​
As a bonus action, I can summon or move a spectral tentacle and make an attack with it​
I can summon it to a space within 60 ft that I can see or move an existing one 30 ft​
I make melee spell attacks with 10 ft reach with it that deal cold or lightning damage​
Creatures hit by the tentacle suffer 10 ft speed reduction until the start of my next turn​
The 10-ft long tentacle lasts for 1 minute or until I summon another​
Eldritch Invocations:[3 invocations known]​
Repelling Blast:
Whenever you hit a creature that is Large or smaller with Eldritch Blast, you can push that creature horizontally up to 10 feet straight away from you.​
Mystic Arcanum:
Your explorations of the arcane have unlocked magic within you. Choose one spell from the Arcane spell list that has a level for which you qualify, as shown on the Mystic Arcanum table. Look for your Warlock level on the table to see the maximum level that the spell can have. You can cast the chosen spell once without expending a Spell Slot, and you must finish a Long Rest before you can do so again.​
Eldritch Sight:
I can cast Detect Magic at will, without using a spell slot​
Eldritch Versatility:
Whenever I gain an ASI from the warlock class, I can change one of the following things:​
• I can replace one warlock cantrip with another cantrip from the warlock spell list​
• I can replace my pact boon for another​
• If I have Mystic Arcanum, I can replace one spell from it with another of the same level​
Pact of the Tome:
I have a Book of Shadows with any two cantrips of my choosing​
I can cast these cantrips as long as I have the book on my person​
Regardless of the lists they come from, these count as warlock cantrips to me​
I can get a replacement book with a 1-hour ceremony during a short or long rest​

Tavern Brawler:
Accustomed to brawling, you gain the following benefits:​
Enhanced Unarmed Strike: When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.​
Damage Rerolls: Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.​
Shove: When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.​
Furniture as Weapons: You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.​
Magic Initiate (Arcane):
You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane,* Divine,* or Primal.* You gain the following benefits related to that choice:​
Two Cantrips: You learn two cantrips of your choice from the Spell list.​
1st-Level Spell Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. 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.​
Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.​
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.​

Warlock Spells: 4/2/-​
Save DC: 15​
Spell Attack: +7​
Cantrips: Eldritch Blast, Message, Mind Sliver, Shape Water, Prestidigitation, Shocking Grasp, Dancing Lights, Mage Hand, Book of Shadows​
1st: Mage Armor, Hex, Create or Destroy Water, Thunderwave, Shield, Charm Person, Comprehend Languages (R Only), Find Familiar (R Only), Purify Food and Drink (R Only), Identify (R Only), Alarm (R Only)​
2nd: Gust of Wind, Silence, Invisibility, Misty Step, Suggestion, Shatter​
3rd: Lightning Bolt​

Flying Monkey​
Small beast, unaligned​
Armor Class 12​
Hit Points 3 (1d6)​
Speed 20 ft., climb 20 ft., fly 30 ft.​
STR 8 (−1) DEX 14 (+2) CON 11 (+0)​
INT 5 (−3) WIS 12 (+1) CHA 6 (-2)​
Senses passive Perception 11​
Languages —​
Challenge 0 (10 XP)​
Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.​
Bite. Melee weapon attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.​

Equipment Weight:​
Dagger x 4​
Fishing Tackle​
Navigator’s Tools​
Traveler’s Clothes​
Backpack, with:​
  • Crowbar
  • Hammer
  • Pitons
  • Tinderbox
  • Torches x 10
  • Rations 10 Days
  • Waterskin
  • Silk rope, 50 feet
50gp Worth of Components for Find Familiar Spell​
4 Potions of Healing​
Belt pouch (with coins)​
150 gp​
Carrying Capacity:
Carried: 65 lbsCarrying Capacity: 150 lbsPush, Drag, Lift: 151-300 lbs
Race: Human
Gender: Male
Age: 22
Height: 6'4"
Weight: 198 lbs
Hair: Brown
Eyes: Blue


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