Matt Mason Taiolu The Czhit Commoner's Clothes Dispater Click for Bio
Character Name PLAYER CAMPAIGN OUTFIT DEITY
Ranged DPS Pale 4 Medium 6' 6" 180 lb.
ROLE SKIN LEVEL SIZE HEIGHT WEIGHT
Tiefling, Dispater Bloodline Humanoid 23 Male Solid Red Brown
RACE TYPE AGE GENDER EYES HAIR
True Neutral N/A Darkvision and Dimvision 60 ft.
ALIGNMENT MAIN TITLE VISION
Warlock Fiend Patron 4
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
MAGICAL BONUS
SCORE
MAGICAL BONUS
MODIFIER
STR
Strength
13 +1 13 +1
DEX
Dexterity
19 +4 19 +4
CON
Constitution
14 +2 14 +2
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
15 +2 15 +2
CHA
Charisma
20 +5 20 +5

WOUNDS/CURRENT HP

TEMPORARY HP

SPEED
HP
Hit Points
31




Walk 30 ft. 
AC
Armour Class
15 = 10 + 1 + 0 + 4 + 0
TOTAL BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
MISC
BONUS
INITIATIVE
Modifier
+4 = +4 + +0
TOTAL DEX MISC
Spell Attack +8

Spell Save DC: 16

Proficency
Bonus
+3

SAVING THROWS TOTAL PROFICENCY ABILITY MISC TEMPORARY
Strength +1 = +0 + +1 + +0

Dexterity +4 = +0 + +4 + +0

Constitution +2 = +0 + +2 + +0

Intelligence +1 = +0 + +1 + +0

Wisdom +5 = +3 + +2 + +0

Charisma +8 = +3 + +5 + +0

Eldritch Blast
ATTACK BONUS DAMAGE CRITICAL
+8
1d10+5
20/x2
HAND RANGE TYPE SPECIAL PROPERTIES
Spell
600 ft.
Arcane
 Ignores Partial Cover

Unarmed Strike
TOTAL ATTACK BONUS DAMAGE CRITICAL
+4
2
20/x2
HAND RANGE TYPE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
 

Club
TOTAL ATTACK BONUS DAMAGE CRITICAL
+7
1d4+4
20/x2
HAND RANGE TYPE SPECIAL PROPERTIES
Main
0 ft.
Bludgeoning
 Light

Club +Shillelagh
TOTAL ATTACK BONUS DAMAGE CRITICAL
+8
1d8+5
20/x2
HAND RANGE TYPE SPECIAL PROPERTIES
Main
0 ft.
Bludgeoning
 Light

Leather Armor
TYPEARMOR BONUSMAX DEX BONUS
Light
+1
N/A
SKILLS PROFICENCY
BONUS
3 EXPERTISE
BONUS
6
SKILL NAME ABILITY SKILL
MODIFIER
= PROFICENCY
BONUS
+ ABILITY
MODIFIER
+ MISC
MODIFIER
  Acrobatics DEX 4 = 0
+ 4
+ 0
  Animal Handling WIS 2 = 0
+ 2
+ 0
  Arcana INT 1 = 0
+ 1
+ 0
  Athletics STR 1 = 0
+ 1
+ 0
  Deception CHA 5 = 0
+ 5
+ 0
  History INT 1 = 0
+ 1
+ 0
  Insight WIS 5 = 3
+ 2
+ 0
  Intimidation CHA 8 = 3
+ 5
+ 0
  Investigation INT 4 = 3
+ 1
+ 0
  Medicine WIS 2 = 0
+ 2
+ 0
  Nature INT 1 = 0
+ 1
+ 0
  Perception WIS 2 = 0
+ 2
+ 0
  Performance CHA 5 = 0
+ 5
+ 0
  Persuasion CHA 8 = 3
+ 5
+ 0
  Religion INT 1 = 0
+ 1
+ 0
  Sleight of Hand DEX 4 = 0
+ 4
+ 0
  Stealth DEX 4 = 0
+ 4
+ 0
  Survival WIS 2 = 0
+ 2
+ 0
  Cook's Utinsils WIS 7 = 3
+ 2
+ 0
◆ = PROFICENT
CONDITIONAL MODIFIERS:

EQUIPMENT
ITEM LOCATION QTY WT. COST
 3 ft. Stick Equipped
1
2
N/A
Leather Armor
Equipped
1
10
20
 $20 USD Bill Backpack
4
0.01
???
 Stumpy "Niche Magazine" Backpack
1
1
10
ITEM LOCATION QTY WT. COST
 Backpack Equipped
1
2
N/A
 Gol Backpack
2023
0.02
1
 Commoner Soul Skull Amulet
10
1
???
 Kobold "Niche Magazine" Vol I&II Backpack
1
2
20
WEIGHT ALLOWANCE
Lift Over Head 180 Lift Off Ground 360 Push Or Drag 900
LANGUAGES
Common, TBD, Infernal
PROFICIENCIES
Simple Weapons, Light Armor, Cook's Utinsils
RACIAL
Darkvision
     Thanks to your infernal⁠ heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkness⁠, only Shades of Gray.
Hellish Resistance
     You have Resistance to fire damage.
Legacy of Dis
     You know the Thaumaturgy cantrip. When you reach 3rd Level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.
Ability Score Increase
     Your Charisma score increases by 2, and your Dexterity score increases by 1.
WARLOCK FEATURES
Otherworldly Patron
     You have struck a deal with a fiend.
Pact Magic
     Your arcane Research and the magic bestowed on you by your patron have given you facility with Spells. To cast one of your Warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.
Spellcasting Focus
     You can use an arcane focus as a Spellcasting focus for your Warlock Spells.
Pact of the Tome
    Your patron gives you a grimoire called a Book⁠ of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cant⁠rips at will. They don’t count against your number of cant⁠rips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.
If you lose your Book⁠ of Shadows, 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 book. The book turns to ash when you die.
Dark One's Blessing
     Starting at 1st level, when you reduce a Hostile creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier + your Warlock level (minimum of 1).
Dark One's Own Luck
    Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s Effects occur.
Once you use this feature, you can’t use it again until you finish a short or Long Rest.
???
     ???
WARLOCK INVOCATIONS
Agonizing Blast
     When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Spear
     When you cast Eldritch Blast, its range is 300 feet.
Repelling Blast
     When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Book of Ancient Secrets
     You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Feats
Spell Sniper
     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.


Eldritch Blast
Eldritch Blast
Save: None
Time: 1 action
Duration: Instantaneous
Rng: 600 ft.
Comp: V S
School: Evocation
Effect:   A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10+5 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Target Area:   Target Object or Creature
Cantrips
Prestidigitation
Save: None
Time: 1 standard action
Duration: Up to 1 Hour
Rng: 10 ft.
Comp: V, S
School: Transmutation
Effect:  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Target Area:  
Fire Bolt
Save: None
Time: 1 action
Duration: Instantaneous
Rng: 240 ft.
Comp: V S
School: Evocation
Effect:   You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Target Area:   Target Object or Creature
Minor Illusion
DC: 16
Save: Investigation
Time: 1 standard action
Duration: 1 Minute
Rng: 30 ft.
Comp: S, M (Some Fleece)
School: Illusion
Effect:  You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the i⁠llusion for what it is, the il⁠lusion becomes faint to the creature.
Target Area:   Area within Range
Thaumaturgy
DC: 14
Save: None
Time: 1 action
Duration: Instantaneous or 1 Minute
Rng: 30 ft.
Comp: V S
School: Transmutation
Effect: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical Effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous⁠ sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute Effects active at a time, and you can dismiss such an Effect as an action.
Target Area:   Target Object or Creature
Vicous Mockery
DC: 16
Save: Wisdom Negates
Time: 1 standard action
Duration: 1 Minute
Rng: 60 ft.
Comp: V, M (Book of Shadows)
School: Illusion
Effect:   You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)..
Target Area:   Creature within Range
Shillelagh
Save: None
Time: 1 bonus action
Duration: 1 Minute
Rng: Touch
Comp: V S M (Mistletoe, A Shamrock Leaf, A Club or Quarterstaff, Book of Shadows)
School: Transmutation
Effect:   The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Target Area:   Target Object
Mending
Save: None
Time: 1 Minute
Duration: Instantaneous
Rng: Touch
Comp: V S M (Two Lodestones, Book of Shadows)
School: Illusion
Effect:   This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Target Area:   Target Object
Racial Spells | Once Per Long Rest
Disguise Self
DC: 16
Save: Investigation Negates
Time: 1 action
Duration: 1 Hour
Rng: Self
Comp: V S ?
School: Illusion
Effect:   You make yourself—including your clothing, armor, Weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Target Area:   Self
Detect Thoughts
DC: 16
Save: Wis Partial
Time: 1 Action
Duration: Concentration, Up to 1 Minute
Rng: Self
Comp: V S
School: Evocation
Effect:   For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Target Area:   Target Area
Warlock Spells | Two 2nd Level Slots | Recharge on Short Rest | ☐ ☐
F I R E B A L L
DC: 16
Save: Dex Halves
Time: 1 action
Duration: Instataneous
Rng: 150 ft.
Comp: V S M (A tiny ball of bat guano and sulfur)
School: Envocation
Effect:  A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Target Area:   Target Area
Burning Hands
DC: 16
Save: Dex Halves
Time: 1 Action
Duration: Instantaneous
Rng: 15 ft. Cone
Comp: V S
School: Evocation
Effect:   As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Target Area:   Target Area
Hex
Save: None
Time: 1 bonus action
Duration: Concentration, Up to 1 Hour
Rng: 90 ft.
Comp: V S M (the petrified eye of a newt)
School: Enchantment
Effect:   You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Target Area:   Target Creature
Hellish Rebuke
DC: 16
Save: Dex Halves
Time: 1 Reaction
Duration: Instantaneous
Rng: 60 ft.
Comp: V S
School: Evocation
Effect:   You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Target Area:   Target Creature
Shatter
DC: 16
Save: Consitution Halves
Time: 1 action
Duration: Instantaneous
Rng: 60 ft.
Comp: V S M (A Chip of Mica)
School: Evocation
Effect:   A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Target Area:   Target Area
Suggestion
DC: 16
Save: Wisdom Negates
Time: 1 Action
Duration: Concentration, up to 8 hours
Rng: 30 ft.
Comp: V M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)
School: Evocation
Effect:   You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.
Target Area:   Target Creature
Fly
Save: None
Time: 1 action
Duration: Concentration, up to 10 minutes
Rng: Touch
Comp: V S M (A wing feather from any bird)
School: Transmutation
Effect:   You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Target Area:   Target Creature
Suggestion
Save: None
Time: 1 Action
Duration: Instataneous
Rng: 60 ft.
Comp: S
School: Abjuration
Effect:   You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Target Area:   Target Creature
Ritual Only Spells
Identify
Save: None
Time: 10 Minute Ritual and 1 Minute Spell
Duration: Instataneous
Rng: Touch
Comp: V S M (A Pearl worth 100 GP, an Owl Feather, Book of Shadows)
School: Divination
Effect:  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Target Area:   Target Object
Find Familar
Save: None
Time: 10 Minute Ritual and 1 Hour Spell
Duration: Instantaneous
Rng: 10 ft.
Comp: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier, Book of Shadows)
School: Conjuration
Effect:   You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Target Area:   Target Area

Matt Mason (Furthest)
furthest.png
Tiefling, Dispater Bloodline
RACE
23
AGE
6' 6"
HEIGHT
180 lb.
WEIGHT
Solid Red
EYE COLOR
Pale
SKIN COLOR
Brown
HAIR COLOR
Medium, Semi Kept
HAIR STYLE
Too Many Dragons At Once
PHOBIAS
Pretends not to care, actually cares when it gets bad
PERSONALITY TRAITS
Cooking
INTERESTS
Blunt with the slightist hint of distaste
SPOKEN STYLE
"Oh sure, it *REALLY* helps to just go MAX WARLOCK and let me have A FUCKING LEDGER."
Quote
N/A
TITLES
Furthest
NICKNAME
Home

Startonne


Startonne is... a special place, not a good one though.

Biography

Matt is a webpage programmer with a hobby of cooking very very well. He has had a boring life, maybe went to some conventions except... comicon 2019 brought him to a whole other reality. Now he's tiefling with a pact and a bloodline attached to said pact and maybe wishes things were more lord of the rings than konosuba.