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Melech Winter
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=Magic= * Spell Save DC: 14 * Spell Attk Mod: +6 * Cantrips Known: 2 * Spells Known: 4 * Spell Slots: 2 * Slot Level: 2 ==Legacies and Invocations== * Invocations: Agonizing Blast (add Charisma Mod to damage of Eldritch Blast), Beast Speech (can cast Speak With Animals at will, without expending a spell slot) {| border="1" ! Name !! Level !! Cast Time !! Range !! Area !! Comps !! Duration !! Sv/Atk !! Damage !! Type !! Notes |- align="center" | Thaumaturgy || Infernal Legacy || 1 || 30' || n/a || V || 1 min. || n/a || n/a || n/a || Minor magical effects; from Infernal Legacy |- align="center" | Hellish Rebuke || Infernal Legacy || 1 reaction || 60' || n/a || V,S || Inst || Dex Sv vs 14 || 3d10 or 3d10/2 || Fire || In response to damage from creature w/i 60' I can see; from Infernal Legacy: 1/day |- align="center" | Beast Speech || Invocation || 1 || Self || n/a || V,S || 10 mins || n/a || n/a || n/a || comprehend and verbally communicate with beasts (= Speak with Animals) |} ==Spells== {| border="1" ! Name !! Level !! Cast Time !! Range !! Area !! Comps !! Duration !! Sv/Atk !! Damage !! Type !! Notes |- align="center" | Eldritch Blast || C || 1 || 120' || n/a || V,S || Inst || +6 Atk || 1d10+4 || Force|| Damage includes Agonizing Blast invocation |- align="center" | Mage Hand || C || 1 || 30' || n/a || V,S || 1 min. || n/a || n/a || n/a || Hand can manipulate objects and carry objects up to 10lbs |- align="center" | Faerie Fire || 1 || 1 || 60' || 20' cube || V || Conc, up to 1 min || n/a || n/a || n/a || Lights an area violet; each creature lit up on failed Dex throw; affected shed dim light for 10'; attackers gain Adv; affected can't be invisible |- align="center" | Witch Bolt || 1 || 1 || 30' || n/a || V,S,M (a twig from a tree that has been struck by lightning || Conc, up to 1 min || +6 Atk || 1d12 || Lightning || Additional 1d12 damage every turn spell is maintained; +1d12 initial damage for every slot level above 1 |- align="center" | Invisibility || 2 || 1 || Touch || n/a || V,S,M (an eyelash encased in gum arabic) || Conc, up to 1 hr || n/a || n/a || n/a || a creature I touch becomes invisible |- align="center" | Suggestion || 2 || 1 || 30' || n/a || V,M (a snake's tongue and honeycomb/drop of sweet oil) || Conc, up to 8 hrs || Wis Sv vs 14 || || || suggest course of apparently reasonable activity |} '''Prepared:''' ==Moloch the Imp== Moloch is a familiar. Melech can communicate telepathically with him w/i 100', and, as an Action, can see perceive through his eyes and ears until the start of his next turn. During this time, Melech is deaf and blind from his own senses. The familiar can be temporarily dismissed and caused to reappear w/i 30' as an Action. It can deliver a touch-ranged spell as a reaction when Melech casts it, so long as he is w/i 100'. The familiar can attack if Melech forgoes one of his own Attack actions. *Alignment: lawful evil *Armor Class: 13 *Hit Points: 10 (3d4+3) *Speed: 20', fly 40' (20' in rat form; 20', fly 60' in raven form; 20', climb 20' in spider form) {| border="1" ! STR !! DEX !! CON !! INT !! WIS !! CHA |- align="center" | 6 (-2) || 17 (+3) || 13 (+1) || 11 (+0) || 12 (+1) || 14 (+2) |} *Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5 *Damage Resistances: cold; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered. *Damage Immunities: fire, poison *Condition Immunities: poisoned *Sense: darkvision 120'; passive Percption 11 *Languages: Infernal, Common '''''Shapechanger:''''' The imp can use its action to polymorph into the beast form of a rat, a raven, or a spider, or into its devil form. Its statistics are the same in each form, although its attack is different in some of them. Any equipment it carries is not transformed. If slain, the imp reverts to its devil form. '''''Devil's Sight:''''' Magical darkness doesn't impede the imp's darkvision. '''''Magic Resistance:''''' The imp has advantage on saving throws against spells and other magical effects. ===Actions=== '''''Sting (Bite in Beast Form):''''' ''Melee Weapon Attack:'' +5 to hit, reach 5', one creature. ''Hit:'' 5 (1d4+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. '''''Invisibility:'''''' The imp turns invisible until it attacks or until its concentration ends. Anything the invisible imp is carrying or wearing is invisible so long as it remains in contact with the imp.
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