All Characters
Noor

Noor

Level 5 โ€ข Warlock โ€ข Criminal โ€ข Human
Setting SRD / Fantasy
Armor Class 12
Hit Points 36
Speed 30 ft.
Initiative +2

Ability Scores

STR 8 -1
DEX 14 +2
CON 14 +2
INT 12 +1
WIS 10 +0
CHA 20 +5

Skills & Saving Throws

Pass. Perception
10
Pass. Investigation
14
Pass. Insight
10
โ—‹ STR Save -1
โ—‹ DEX Save +2
โ—‹ CON Save +2
โ—‹ INT Save +1
โ— WIS Save +3
โ— CHA Save +8
โ—‹ Athletics -1
โ—‹ Acrobatics +2
โ—‹ Sleight of Hand +2
โ—‹ Stealth +2
โ— Arcana +4
โ—‹ History +1
โ— Investigation +4
โ—‹ Nature +1
โ—‹ Religion +1
โ—‹ Animal Handling +0
โ—‹ Insight +0
โ—‹ Medicine +0
โ—‹ Perception +0
โ—‹ Survival +0
โ— Deception +8
โ— Intimidation +8
โ—‹ Performance +5
โ—‹ Persuasion +5

Features & Traits

Pact Magic

You can cast Warlock spells using Charisma. You have a limited number of spell slots that recharge on Short Rest.

Eldritch Invocations

You learn Eldritch Invocations that grant special abilities.

Magical Cunning

If you have no Pact Magic slots, you can perform a 1-minute ritual to regain half your slots (round up). Once per Long Rest.

Warlock Subclass

You gain a Warlock subclass of your choice.

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat.

Resourceful

You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful

You gain proficiency in one skill of your choice.

Versatile

You gain an Origin feat of your choice.

Spellcasting & Arcana

Save DC: 12 | Attack: +4
3rd Level 2/2
Eldritch Blast
Cantrip

Action ยท 120 feet ยท Instantaneous

A beam of crackling energy streaks toward a creature. Make a ranged spell attack. On hit, target takes 1d10 Force damage.

Mage Hand
Cantrip

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

Hex
1st Lvl

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

Hold Person
2nd Lvl

Action ยท 60 feet ยท Concentration, up to 1 minute

Choose a Humanoid within range. It must succeed on a Wisdom save or be Paralyzed for the duration. It can repeat the save at the end of each of its turns.

Counterspell
3rd Lvl (2 Slots)

Reaction ยท 60 feet ยท Instantaneous

You interrupt a creature casting a spell. If 3rd level or lower, it fails. Higher levels require an ability check (DC 10 + spell level).

Fireball
3rd Lvl (2 Slots)

Action ยท 150 feet ยท Instantaneous

A bright streak flashes from your finger to a point within range and then blossoms into an explosion of flame. Each creature in a 20-foot-radius Sphere must make a Dexterity save, taking 8d6 Fire dama...

Inventory & Equipment

Weapons

Dagger x1

Customs

x1