Mu'Daier
  1. Characters

Mu'Daier

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Type
NPC

Races
Moon Elves

Gender
Male

Pronouns
He/Him

Senses

Darkvision - Sense

Accustomed to twilit forests and the night sky, 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.

Warlock Feature

Elemental Boon - Class Feature

Starting at 1st level, you are more effective with elemental magic than most. You can add your proficiency bonus to the damage rolls you make whenever you cast either an evocation spell, or a spell that does bludgeoning, fire, cold, or lightning damage.

This ability can extend to other spells that have elemental descriptors such as 'fire' and 'earth'. At your GM's discretion, you can use this ability on spells that fit this description.

Pact Magic - Class Feature

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Primordial Resistance - Class Feature

Starting when you choose this patron at 1st level, you have been granted powers of protection that you can choose to activate at will. Choose one of the following abilities, you gain its effects until you choose to activate a different one, which you can do as a standard action:

  • Enduring Earth: Your skin takes on a rocky appearance, cracked with grayish hues. You gain resistance to bludgeoning damage, and a +1 magical bonus to your AC.
  • Fleeting Flame: Your skin radiates heat and is warm to the touch, your eyes seem to swirl with reds and yellows. You gain resistance to fire damage. Also, when you are hit by a melee attack within 5 feet of you, you can use your bonus action to cause your attacker to take fire damage equal to your proficiency bonus.
  • Indomitable Ice: Your skin becomes cold to the touch, and has a bluish hue, as if your whole body has been frostbitten. You gain resistance to cold damage, and have advantage on Constitution saving throws.
  • Wispy Wind: Your skin is near-translucent, appearing as though you're made of solid material that light can shine through. When you are hit by an attack, you can use your bonus action to impose disadvantage on the attack, making the attacker roll again, potentially changing the result of the attack.

You can only switch your Primordial Resistance a number of times equal to your proficiency bonus, before needing a long rest to regain the ability to change it again.