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Cosma Larei Sheet
Cosma Larei Sheet
Size: Medium
Strength 10 (+0)
Height: 4’00”
Dexterity 14 (+2)
Weight: 40 lbs
Constitution 16 (+3)
Skin: Pale
Intelligence 16 (+3) Eyes: Violet
Wisdom 16 (+3) Hair: Grey
Charisma 22 (+6) Age: 68
Proficiency bonus: +6
Initiative modifier: +2 = + 2 [dexterity]
Attack (handheld / thrown): +3 = + 0 [strength] + 5 [proficiency]
Attack (missile / finesse): +7 = +2 dexterity + 5 [proficiency]
Attack (spell) +1 = +5 charisma + 5 [proficiency]
0
Strength save: +0 = + 0 [strength]
Dexterity save: +2 = + 2 [dexterity]
Constitution save: +2 = + 2 [constitution]
Intelligence save: +3 = + 3 [intelligence]
Wisdom save: +9 = + 3 [wisdom] + 6 [proficiency]
Charisma save: +1 = + 5 [charisma] + 6 [proficiency]
0
Insight (passive): 15 (20 with advantage)
Investigation (passive): 20 (25 with advantage)
Perception (passive): 20 (25 with advantage)
Feats:
Observant +5 to passive perception and passive investigation.
Can read lips. +1 to Int.
Skilled Gain 3 skill proficiencies
Tools
*See the "Mounts and Vehicles" section.
Goods Cost Weight Proficiency
?
Artisan's tools
Tinker's tools 50 gp 10 lb. +2
Bottle of black ink -
Small knife -
Letter from a dead
colleague
Clothes 3 sp 3 lb
Mess kit 1 lb
Quill -
Backpack 5 lb
Crowbar 5 lb
10 torches 10 lb
10 pitons 2. 5 lbs
10 days rations 20 lbs
50 feet of rope 10 lb.
Waterskin 5 lb.
Gnome
Racial Traits
The description of each race includes racial traits that are common to members of that race. The following entries
appear among the traits of most races. Your dwarf character has an assortment of inborn abilities, part and parcel
of dwarven nature.
Ability Score Increase. Gnomes get +2 to Intelligence
Age. 40 is when gnomes are considered adults, and they can live many centuries.
Size. Small
Speed. 25 feet
Language. Common, Gnomish
Darkvision. Accustomed to life underground, 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Proficiencies
Arcana, History
Languages
Primordial, Dwarvish
Equipment
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been
able to answer, a set of common clothes, and a pouch containing 10 gp
Feature. Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you
often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is
secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of
the multiverse can require an adventure or even a whole campaign.
Warlock
Hit Dice: 1d8
Hit Points at 1st Level: 10
Hit Points at Higher Levels: 7
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Investigation, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Class Features
As a Warlock you gain the following class features:
Otherwordly Patron
Cthulhu is my homeboy. (Great Old One)
Eldritch Invocations
Goodies to make up for the shitty spellcasting.
Mystic Arcanum:
11th level: Choose a 6th level spell. Can cast once per long rest without expending spell slot. 7th level spell at 13th
level, 8th at 15th, 9th at 17th level.
Eldritch Master:
At 20th level, can ask master to refresh all spell slots once per long rest.
Cantrips:
Mage Hand
Chill Touch
Prestidigitation
Mending
Fire Bolt
Minor Illusion
6th Level
Eyebite
7th Level
Finger of Death
Awakening: Voidgazer 8
You have turned your back on the stars, and madness has gripped tightly around your brain. Upon finding relief,
you also find yourself changed.
You gain 2 sorcery points. You can have a maximum number of sorcery points at any given time equal to your
Awakening levels in the Voidgazer class plus your spellcasting ability modifier. Having or spending Sorcery Points
can be used to access powerfully abilities.
Psychic Nails: Whenever you make a successful spell or weapon attack roll, you can spend 1 sorcery point to deal
2d6 psychic damage to the target as a free action. At level 5, the damage is 3d6. At level 10, you can spend 2
sorcery points for 5d6 damage instead. At level 15, the damage is 4d6 for 1 sorcery point, and can spend additional
sorcery points to increase the damage by 2d6.
Induce Fear: You learn to infuse innocent-seeming words with insidious emotional magic that inspires terror within
the mind.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of
the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of
you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or
damaged, or until it witnesses its allies being attacked or damage.
If the target succeeds on its saving throw, it has no hint that you tried to frighten it.
This feature cannot be used unless you have at least 1 sorcery point. When using the ability, you may spend any
number of sorcery points to increase the DC to resist the frightened condition by 1 per point spent, even if this
would bring you to 0 sorcery points. You gain sorcery points back as normal after the ability is resolved.
Induce Fear:
When using Induce Fear, Cosma now gains 1 sorcery point per 5 HD of the target creature.
Cosmic Omen. You conjure a tiny rift in the veil, displaying alien star maps to divine the future. Whenever you
finish a long rest, you can consult the rift for omens. When you do so, roll a d6. You gain one of the possible omens
based on whether you rolled an even or an odd number on the d6: Weal (even) Whenever a creature you can see
within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6
and add the number rolled to the total. Woe (odd) Whenever a creature you can see within 30 feet of you makes
an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number
rolled from the total. You can use your granted Cosmic Omen for the day a number of times equal to your Wisdom
modifer, and regain all expended uses on a long rest.
Full of Stars. While in your Umbral Form, you gain a number of starry motes equal to your character level. You can
fire a mote whenever you use the attack action, and may fire two additional motes as a bonus action after taking
the attack action. A starry mote deals 1d10 force, radiant, or necrotic damage, chosen when you fire the star. This
is a ranged spell attack.
Equipment
Weapons
Character Backstory
WENT DOWN TO THE UNDERGROUND. THOUGHT I’D BRING BACK SCIENCE. ALL I BROUGHT BACK WAS
EMOTIONAL TRAUMA AND A WHOLE LOT OF DWARF CORPSES. NOW CTHULHU TALKS TO ME THROUGH
A MAGIC ROCK. WARLOCK, BABY!
RUMOURS:
SPESHUL ABIBBIES
1/short rest and 1/long rest (for a total of 2 times per long rest technically), Cosma can use her crystal
and make an DC 10 intelligence check to cast any cantrip not on the warlock spell list. It still uses your
spell slot like appropriate, and if you fail the check your spell slot is wasted, as is the action. As you gain
more crystal shards, you will gain more powers, but eventually the mirror may be too complete to carry
around easily.…
Broken Staffs
Ring of Cold Resistance
Rod of the Pact Keeper +2