Ambergris    (Human male Warlock)
Character Information   
Name: Ambergris XP/Next lvl: 9850 / 14,000
Class: Warlock HP:curr/max 52 / 52
Alignment: Chaotic neutral AC:reg/rear/no shield 14 / 12 / 14
Race: Human Level: 5th
Age: 40's + Height: 6'2
Weight: 164 lbs Gender: male
Encumbrance: +3 proficiency bonus Movement: 30'ft
Languages: Common, deep speech glossolalia, dwarven.
Ability Scores   
STR: 14 (+2 to hit and +2 damage in melee attacks.)
INT: 10 (-)
WIS: 12 (+1)
DEX: 15 (+2 AC. +2 to hit & damage with range & missiles, )
CON: 18 (+4 hp per level)
CHR: 17 (+3)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: Wisdom & Charisma saving throw proficiency +2

Description and Background   
Description:
gaunt jaundiced looking wild eyed and wild scraggy haired former whaler, he has a Hook left hand after losing it, some say he chopped it off of his own accord ...

Background:
Ambergris has forgotten his name. He was washed up ashore after a 'Jonah' type experience. The former whaler was in a ship rammed and sunk by a whale and after being swallowed whole he cried out to the depths. A spiritual experience with the Great Old One of the Deep, some netherworld Cthulhu type entity has marked his life and he now wanders as a lost prophet of doom. With an eye for taverns, flagons and floozies.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Boarding Axe 1 20/60 1d6/1d6 n n slashing weapon, thrown, 5gp 2lb
Whalers Longspear 1 20/60 1d6/1d8 n n versatile, thrown, piercing 1gp, 3lb
Entangling net 1 5/15 / n n Pact Weapon: see notes section.
Hand-Held Crossbow 1 30/120 1d6/1d6 n n Piercing ammunition, light & loading traits, 75gp.
Flask of Alchemist's Fire 1 1d4/1d4 n n Ongoing d4 damage ends in successful DC10 check
Equipment
Qty Item Location
1 canvas dungarees and oiled raincoat, black tricorn hat worn
1 weathered boots worn
1 Studded Leather armour cuirass (AC12 + dex) worn
1 waist belt and hip pouches (x 2) worn
1 boarding axe right hip
1 whalebone carved Scrimshaw spear carried
1 waterskin of fresh water shouldered
1 Curved pirate style hook hand left hand
1 pipe and tobacco, pewter flagon Pouch B
1 Weighted net/hammock. Duffel bag
5 Days preserved rations, tinderbox, mess tins Duffel bag
1 Personal gear (false teeth, nit comb, glass eye, soap, mirror, shaver, trinkets) Duffel bag
1 Fishing gear and misc equipment (crowbar, small hammer, filleting knife) Duffel bag
1 Flask of Alchemist's Fire, flask of lantern oil Pouch A
1 Hand-Held Crossbow Hip holster
20 Silvered Quarrels for Crossbow Leather torso bandolier
1 Lantern, bullseye Left hip scabbard


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 10 0 683 1300
Magic Items
Qty Item Location
1 Entangling Net, summoned Warlock Pact weapon Hook hand
1 Potion of Healing Pouch A


Gems and Jewelry
Qty Item Location
1 Gold earrings (worth 10gp) Right ear lobe
3 Eye agate gemstones Pouch
1 Coin purse: 1300cp, 583sp. Bunk mattress
Memorized Spells


Level 0
Chill Touch
Mage Hand

Level 1
Arms of Hadar
Dissonant Whispers
Hellish Rebuke
Tasha's Hideous Laughter
Witch Bolt

Level 2
Invisibility


Spell Book


Level 0

Chill Touch
Invisibility
Mage Hand

Level 1
Arms of Hadar
Dissonant Whispers
Tasha's Hideous Laughter
Witch Bolt

Level 2
Invisibility


Notes
Awakened Mind gift
My alien knowledge gives me the ability to touch the minds of other creatures. I can communicate telepathically with any creature within a 30'ft line of sight. I don't need to share a language with them as long as they are capable of a speech.
Human Racial Skills:
+1 to all ability stats, base walking speed of 30'ft, +1 language proficiency.

As a sailor by profession, he has proficiency with Athletics and Perception.

As a Warlock he has gained proficiency in Deception and Persuasion.

As a Warlock he has gained proficiency in Intimidation and Investigation.

Entangling Net: used at advantage. This will be his Pact weapon. The pact weapon is summoned by divine unction and thrown as a normal net in range. It overcomes any magical resistances that a creature may have. If successfully entangled, victim is restrained but can make a DC 10 Str check to free themselves from the grapple or slash net (AC10 for 5+ damage). As Net is thrown, Ambergris may also stab with his scrimshaw spiked spear.


Has taken the Tavern Brawler feat:
Constitution +1, proficiency with improvised weapons and unarmed strikes, d4+str dam with unarmed strikes, gets bonus Grapple attempt if unarmed strike hits.
Warlock Class Skills:
proficiency bonus +3 at 5th level, Features: Otherworldy Patron, Pact Magic, 3 x Cantrips,

6 x Known spells plus Patron spells, 2 x 3rd level spell slots. 3 warlock invocations.

HD 1d8 + con bonus.
Proficiencies: Light armour, simple weapons

Spell attack + charisma mod and + proficiency (+5)
Spell save = 8+ charisma mod + proficiency (vs 13)

Skills: choose 2 from arcana, deception, history, intimidation, investigation, nature and religion.
Otherwordly Patron:
Great Old Ones expanded spell list:

1st: Dissonant Whispers, Tasha's Hideous Laughter.
2nd: Detect Thoughts, Phantasmal Force.
3rd: Clairvoyance, Sending.
Spell descriptions:
Cantrip: Mage Hand ... 1 action. Range 30'ft. V.S. 1 round duration.

Invoke a spectral floating hand which may be controlled to open doors, manipulate objects. Cannot attack or use enchanted implements or carry more than 10lbs in weight.

Cantrip: Chill Touch ... 1 action casting time, 120'ft range attack. V, S. 1 round duration.

you create a ghostly skeletal hand in the space of a creature within range. Make a ranged attack. On a hit the target takes 1d8 necrotic damage and cannot regain HP until end of start of my next turn. Until then the chilled hand clings in place. If you hit an undead target, the undead has Dis Adv on attack rolls vs you until the end of your next turn. Increase damage to 2d8 @5th.

Known spells:

Arms of Hadar: 1 action, range of self 10'ft radius. V, S, Instantaneous.

You invoke the power of Hadar the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within the 10'ft radius. Each creature must make a strength saving throw. failed throws take 2d6 necrotic damage and cannot take reactions until end of next turn. Success take 1/2 damage only.

Dissonant Whispers: 1 action, 60'ft range, V, instantaneous duration.

You whisper discordant melodies that one creature of choice within range hears, wracking it with terrible sonic and audio pain. The target must make a wisdom save. failed save takes 3d6 psychic damage and the creature must immediately use its' reaction to speed away from you. Successful save stake 1/2 damage only.

Tasha's Hideous Laughter: 1 action. 30'ft range. VSM (jam tarts and feather). Concentration up to one minute duration.

A creature of choice that you can see within range must save Vs Wisdom or fall into hypolectic fits on unrestrained laughter and roll around prone. Victim may make extra saving throw vs spell @ Adv if they take subsequent damage during this episode.

Witch Bolt: 1 action. 30'ft range. VSM (twig from lightening struck tree). Concentration up to one minute.

Form a sustained arc of electricity between you and the target within range. Make a ranged attack. If successful victim takes 1d12 damage (per level of spell slot). The arc of energy is held until the duration ends, target moves out if range of a saving throw made.

Hellish Rebuke ... Instant reaction taken in response to bring damaged by a creature that you can see within 60'ft. VS. instant duration.

Point finger and creature who injured you takes 2d10 fire damage, halved if Dex save made. +1d10 damage for each spell slot above 1st.

Invisibility

Detect Thoughts

Phantasmal Force







Eldritch invocations
The warlock has three invocations.

Devils sight: may see in normal and magical darkness up to a distance of 120'ft.

Eldritch sight: may cast 'detect magic' at will without expending a spell slot.

Beast Speech: can cast 'Speak with Animals' at will without expending a spell slot.

Beguiling Influence: gains proficiency in Deception and Persuasion skills.