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This covert weapon appears to be nothing more than a simple cane until the handle is twisted and the thin sword blade withdrawn from its length.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.
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.
- Xa'Lor's Cane
- Masterwork Adamantine Plate
- Bronze Shield +2
- Sentinel Shield
- Order of the Silver Dragon +2 Shield
- 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
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.
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.
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
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.
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.
(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.
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.
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.
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.
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.
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.
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.
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.
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.
-Darkvision extended by 30 feet
-Bite attack. 1d8+Cha piercing.
- Common
- Sylvan
- Elvish
- Abyssal
- Primordial
- Infernal
- True Elder Speech
- Simple
- Martial
- Light
- Medium
- Shields
- Forgery Kit
- Disguise Kit
- Smith's Tools
- Viola
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.
Forging a new path. As someone who is 'nothing', he wants to become 'something' he can proud of.
You make your own family.
Easily fooled.
Cannot read people at all.
General indecisiveness.
Fear of death.
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.
Has heterochromia. Right: Purple. Left: Yellow.
A masochist. I guess.