Mythic Greece Antirevma
Antirevma[edit]
Chaotic Neutral Demigoddess (Variant Human) Fathomless Warlock[edit]
Attributes[edit]
Str: 8 (-1)
Dex 14 (+2)
Con 14 (+2)
Int 12 (+1)
Wis 12 (+1/+4)
Cha 20 (+5/+8)
Combat[edit]
AC 14
HP 38
Spd 30
Init +2
HD 5d8
Proficiency +3
Attacks[edit]
Eldritch Blast: Attack +7, Damage 1d10+4 Force plus 10’ Push, 2 Attacks
Shillelagh: Attack +7, Damage 1d8+4 Magic Bludgeoning
Green-Flame Shillelagh: Attack +7, Damage 2d8+4 plus 1d8+4 to second target
Tentacle: Attack +7, Damage 1d8 Cold, Slows target 10’
Identity[edit]
Human (Variant)[edit]
+1 Con, +1 Cha, Spd 30’, Medium, Bonus Skill, Bonus Feat
Warlock 5[edit]
Proficiencies, Otherworldly Patron (Fathomless), Pact Magic (Cantrips, 2 Short Rest spell slots, Spell Attack +7, Spell Save DC 15), 3 Invocations, Pact Boon (Pact of the Tome)
Fathomless[edit]
Pact Spells, Tentacle of the Deeps (3 uses/Long Rest), Gift of the Sea
Hermit[edit]
Discovery, Proficiencies
Personality[edit]
Hermiting Reason: I was the daughter of a witch and the child of a god of monsters; no one wanted me around. But I also wanted to study…
Trait: I am serene in the face of chaos, the calm in the storm.
Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress!
Bond: I entered seclusion for a chance to study in peace.
Flaw: I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell
Bennies[edit]
Protection of the Seas[edit]
As a bonus action, for one minute you are treated as being underwater for combat purposes:
- You have resistance to fire damage.
- When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
- A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
This ability uses concentration. Once you use it, you cannot use it again until you finish a long rest.
Feats[edit]
Telekinetic, Shadow Touched
Invocations[edit]
Agonizing Blast, Repelling Blast, Book of Ancient Secrets
Spells Known[edit]
Cantrips[edit]
Eldritch Blast, Minor Illusion, Mage Hand, Guidance, Shillelagh, Spare the Dying, Green-Flame Blade
Lv 1[edit]
Armor of Agathys, Hellish Rebuke, Disguise Self
Lv 2[edit]
Hold Person, Misty Step, Invisibility
Lv 3[edit]
Lightning Bolt, Summon Shadowspawn, Sleet Storm
Proficiencies[edit]
Wis saves, Cha saves, Simple Weapons, Light Armor, Common, Primordial, Draconic, Arcana (+4), Deception (+7), Medicine (+3), Persuasion (+7), Religion (+4), Herbalism Kit
Gear[edit]
Studded Leather Armor, Scroll of Shadows, Club, Arcane Focus, Herbalism Kit, Scholar’s Pack, Common Clothes, Winter Blanket, Copious Notes