Mino Ains

Demu

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Created
6 years, 11 months ago
Creator
Demu
Favorites
29

Profile


Name Mino Ains
Status Active
Class 12 Warlock, 3 Sorcerer, 6 Paladin
Race High Elf
Background Knight (Retainer)
Alignment Chaotic Neutral
Level 20
Exp. Points n/a

Age ~200
Height 6'1"
Build Slightly Muscular
Gender He/him
Voice Sōichirō Hoshi
Sign Pisces (Mar. 9)
Homeland Orthia
Profession Knight/Retainer
Inspiration 0
Proficiency +7
Passive Wisdom 25
Main
HP 209
Temp HP 0
Hit Dice 1d8+4, 1d6+4, 1d10+4
Armor Class 24
Speed 40
Initiative +10.12
Stats
Strength 15 (+2)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 24 (+7)
Proficiencies
Acrobatics 1
Animal Handiling 0
Arcana +10
Athletics +2
Deception +14
History +3
Insight +7
Intimidation +14
Investigation +3
Medicine +1
Nature +3
Perception +15
Stealth +1
Persuasion +21
Religion +3
Sleight of Hand +1
Survival +1
Attacks
Xa'Lor's Cane +17 1d8+7+3 Piercing
Eldritch Blast +17 1d10+7 force for each beam
Onyx's Blade +17 1d8+7 slashing
Eldritch Smite 6d8 Force
Bloodthirsty Strike 4d6 Necrotic
Divine Smite 2d8 (1st), 3d8 (2nd), 6d8 (5th) Radiant

Eldritch Smite
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Xa'lor's Cane
Masterwork. Mithral. Finesse. Light. Special.

This covert weapon appears to be nothing more than a simple cane until the handle is twisted and the thin sword blade withdrawn from its length.

Masterwork Property: Swift. When you take the Attack action with this weapon, you can either make an additional attack as a bonus action or add +2d6 damage to your Sneak Attack feature, if you have it. You choose when you take the Attack action.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Blood Fury Tattoo
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Inventory
Weapons
  • Xa'Lor's Cane
Armor
  • Masterwork Adamantine Plate
  • Bronze Shield +2
  • Sentinel Shield
  • Order of the Silver Dragon +2 Shield
Other
  • Bag of Holding
  • Clockwork Amulet
  • Set of Fine Clothes
  • Deck of Illusions
  • Ring of Spellstoring
  • Ring of Spell Turning
  • Bloodfury Tattoo
  • Amulet of Devout +3
  • Cape of the Mountebank
  • Insignia of the Claws
Skills
Warlock Invocations
Agonizing Blast, Eldritch Smite, Devil's Sight, Thirsting Blade, Eldritch Armor, Lifedrinker, Tomb of Levistus
Warlock Pact
Pact of the Blade
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Xa'Lor's Cane (Dormant)
You learn True Elder Speech, a language only known to Giuliano and his siblings.

Xa'Lor's Cane is a +1 weapon for attack and damage.

Xa'Lor's Sight, As an Action take 1d6 damage and remove your own eye. As a bonus action you can place this eye on a surface within 120 feet. The eye's reach is planar and obscured (Dc 15 perception check), however, it can be destroyed. If destroyed, the attuned creature will take 2d10 necrotic damage and will regenerate the eye in 1d4 days.

BONUS ACTION: SELF DESTRUCT
Meta Magic Adept
Quicken Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Onyx's Blade
Mino has gained Onyx Genovese's blade magic that lied dormant in his body. Once a day, Mino can summon a spectral blade resembling a grand falchion. it uses Mino's force of will to strike and damage foes while being ever hungry. It is considered magical in terms of overcoming resistances.

The blade takes a bonus action to summon and follows up on Mino's attack action, attacking once for a minute.

To hit: Mino's Charisma modifier+prof

Damage: 1d8+Charisma Slashing damage

Onyx's Hunger: The falchion swings out to strike a target that has a magical effect. Mino can cast Dispel Magic at the highest spell level Mino can cast once a day.
Magic Surge (Onyx Blade)
Everytime Mino hits with Onyx's Blade, it surges with wild magic eating energy, causing a random effect on each attack.

(1) Mino magic surges with Onyx's blade. If the target is hit, it must make a WISDOM SAVE or be forced to cast a support spell on Mino or his allies.

(2) Mino magic surges with Onyx's blade. If the target is hit, it must make a INTELLIGENT SAVE or be forced to cast an offensive spell at random on the target's allies.

(3) Mino magic surges with Onyx's blade. If the targer is hit, it must make a CONSTITUTION SAVE throw to lose extra HP equivalent to the highest hit die of the target hit.

(4)Mino magic surges with Onyx's blade. If the target is hit, it must make a DEXTERITY SAVE throw or be pushed back 30 ft away from Mino.

(5)Mino magic surges with Onyx's blade. If the target is hit, it must make a STRENGTH SAVE throw or be knocked prone, grappled, and restrained as black chains raise from the ground to hold down the target, dc 15 athletics check or break the chains AC 20 HP 10 to break the chains.

(6)Mino magic surges with Onyx's blade. If the target is hit, it must make a CHARISMA SAVE throw or be charmed by Mino until the start of his next turn or until target takes damage.

Telepathic Speech
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Fighting Style: Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Channel Divinity: Abjure the Extraplanar
You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Channel Divinity: Watcher's Will
You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Boon of the Crusader
You gain the ability to sanctify an action once per round. You can do this a number of times equal to your proficiency bonus (minimum of 1) per long rest.

Sanctified Attack Action - When taking the attack action you gain one additional attack.

Sanctified Channel Divinity - When you use your Channel Divinity feature you also gain two 5th level spell slots that go away upon a short or long rest.

Sanctified Lay On Hands - You restore x2 as many hit points, the ability has a range of 120 ft and this effect cannot be reduced or prevented by any effect.

Features & Traits
Dark Vision
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.
Fey Ancestry
You have advantage on saves against being charmed, and magic can't put you to sleep.
Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Metamagic Adept
Quicken Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Elven Accuracy
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Eye of Names
As an action channel the eye of Xa'Lor to find a truly unique name for one minute. Crystal Blue auras are the ones being sought. After one minute, Mino must make a dc 17 wisdom save or suffer 4d8 psychic damage. If the eye is used again without a long rest, an additional 2d8 damage is added per usage.
Perfect Flesh
Mino can change his appearance over time and is immune to fear effects.

Mino, when you are crying enemies within 10 feet of you have advantage to hit you.

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Mino, at the beginning of a session you may choose a damage type. You are resistant to this damage type for the remainder of the session. Certain resistances may change you visually, with physical resistances changing your appearance the most.
Manticore Genome
36 tail spikes that regrow on dawn. 1d6+Cha piercing. 30/60

-Darkvision extended by 30 feet

-Bite attack. 1d8+Cha piercing.
Ate a rock
Spell immunity to cantrips.
Other Proficiencies
Languages
  • Common
  • Sylvan
  • Elvish
  • Abyssal
  • Primordial
  • Infernal
  • True Elder Speech
Weapons
  • Simple
  • Martial
Armor
  • Light
  • Medium
  • Shields
Other
  • Forgery Kit
  • Disguise Kit
  • Smith's Tools
  • Viola
Personality

Mino in most cases fakes it till he makes it. He puts on a lot of airs. He fake his grand bravado, his confidence, his worries, almost anything really. If someone asks if he knows something or how to do something he'll immediately say yes! Of course I know. That's my middle name. It's a reflex from his days of amnesia, he would just play along hoping no one would catch on he actually didn't know anything.

Despite this, Mino harbors a lot of insecurities, unsureness, and general worries. He's indecicive, and is always counting on others. He's a self proclaimed liar, a self proclaimed good liar, even, but even then a lot of his bravado cracks when he tries to keep it up for too long. Mino's a big pushover, and kind of crumbles under a lot of pressure.

Despite being an all around 'faker' as some would describe him, Mino wears his heart on his sleeve the most important thing to him are actually, unironically, the friends he made along the way during his journey. He has a lot of care and protectiveness towards his current teammates, and would do everything he can to support them if it's within his power.

Ideals

Forging a new path. As someone who is 'nothing', he wants to become 'something' he can proud of.

Bonds

You make your own family.

Flaws

Easily fooled.

Cannot read people at all.

General indecisiveness.

Fear of death.

Story

While on the verge of life and death at a younger age, after being attacked by a cult, Mino struck a deal with Giuliano under the reasoning of a common enemy. The deal was they find the ancient tome, The Book of Names, that was stolen from Giu, meanwhile Mino gets a second chance at life... Of course, this still costed Mino his name. After becoming a charlatan and working under the guise of a traveling wizard, Mino went from town to town searching for this tome. Mino grabbed whatever information he can get, and sold it in a never ending cycle trying to find information about this tome and cult.

After receiving his name, Luca Genovese, back; came with a slight downfall. Gaining back around 200 memories at once with a new personality/persona Mino developed over these years of trying to get "Luca"s memories back developed into a separate person/persona who now share the same body. Mino was in a constant battle with Luca who wanted his body back after everything, and Mino who wanted to stay alive. Eventually, with strong enough magic, they were able to separate their souls into two separate bodies so they can part ways and continue living the lives they wanted to live.

After being knighted as a knight of Orthia, Mino became the retainer of Edward Sol. Currently he resides in Colosa, Orthia. He spends his days doing personal missions with the group he met when he first joined the "Best End" guild, or other missions assigned by the guild.

Trivia

Has heterochromia. Right: Purple. Left: Yellow.

A masochist. I guess.

Relationships
Giuliano
Mino's Patron. Simply business partners. They don't really care about eachother since Giuliano isn't one for deeper connections. Mino does act playfully, sarcastically, complains to him like he is an old friend. Giuliano could care less, however.