DevilJuice
NexusCryptid
Info
- Created
- 3 years, 1 month ago
- Creator
- NexusCryptid
- Favorites
- 10
Profile
"FIREBALL."
CLASS & LEVEL
Warlock 10RACE
TieflingBACKGROUND
CriminalALIGNMENT
Chaotic EvilPLAYER NAME
DevilJuiceEXPERIENCE POINTS
0"They hated me for nothing, so I gave them a reason too."
Kyus was born to tieflings and raised in a world that feared their race, hated them and wanted nothing to do with them. He was a sweet child even with the daily beatings and verbal abuse, but this was before the incident, at the age of 6 he was tricked the kids of the town promising friendship to the naive child as long as he would join them at a nearby lake. Kyus wanted nothing more than to make friends and get along with the people of this town, but they had other plans; in the dead of night where the clouds hid the moon and stars, Kyus awaited his new friends eagerly watching the shadows not suspecting anything... Only for the men of the town to emerge, grabbing him and holding him down; beating him until he was half dead before throwing him into the lake, one holding him down until the bubbles stopped. His cries fell on deaf ears, each new wound inflicted on his body was met with more rage and confusion, until he finally stopped moving his bubbles stopping and they began to leave the lake thinking a job well done.
The boy assumed dead floated lifelessly in the water... until his eyes shot open, no one knew what really happened that day but the people call him a demon from hell, the screams and fire haunting them. The thought of Kyus brought a shiver up their spines, even his parents wanted nothing to do with him leaving him homeless and alone... It would only get worse for the town from there, the boy getting captured by a band of men forcing him to take up the name 'DevilJuice'. They trapped the boy in a cage, starving him until he was willing to eat anything, even human flesh. They used the bodies of those they murdered to feed and attempt to train him, but their training would be in vain as after months of preparations the moment he was let out to test the training; he killed them all. Taking weapons, using claws and teeth, and his enemies as a way to attack. He hadn't be training under their guidance, he had been learning and feigning innocence, taking notes on every little detail until freedom was at hand. Although magic seemed like an option, he hadn't learned anything about it to control it or much less use it as a defense and offense. With his new taste for flesh and blood forced by his captures, he feasted on their bodies with an unknowing witness reporting of the murders. This lead to Deviljuice ending up a very young wanted criminal, having taken the blame for all murders even those he didn't commit. A large reward in over his head if someone could finally kill him. But they have yet to succeed in the two years of the hunt.
AGE
18HEIGHT
6'7"WEIGHT
69kgEYES
Red & YellowSKIN
White & GreenHAIR
Blond & GreenSKILL PROFICIENCIES
EQUIPMENT PROFICIENCIES
SAVING THROWS
LANGUAGES
Infernal
MISC. PROFICIENCIES
TEMP. HP
+0HIT DICE
9d8FEATURES & TRAITS
TIEFLING FEATURES
Earned at Level 0Within 60 feet of you, treat dim light as bright and darkness as dim light.
Gain fire resistance
WARLOCK FEATURES
Earned at Level 0Archetype: Fiend
Gain Charisma mod + warlock level temporary hp when reducing a creature to 0hp.
Talk with animals: You don't use a spell slot when casting speak with animals.
Chain: You gain a special familiar with you can command to attack.
Familiar Link: You can speak through, sense through, and telepathically communicate with your familiar.
CRIMINAL FEATURE
Earned at Level 0Knows someone who can connect him with other criminals.
ATTACKS
SPELLCASTING
LEVEL 0
Creatures that use an action with the illusion must make a successful intelligence check against the DC, if successful the illusion becomes faint.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Creatures that use an action with the illusion must make a successful intelligence check against the DC, if successful the illusion becomes faint.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success
Spell; Range 60ft, Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
WEAPONS
A gift from his adoptive mother, using it to hurt and cause mischievous on others.
ARMOR & CLOTHING
A pair of short pants with rope keeping it in place. Fit for a child and not worth stealing.
While you wear this ring, Difficult Terrain doesn't cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
FOOD & AID
What is it? Best not taste test it.
MISC
Just a ball he tends to throw at people or windows. It's gone through some wear and tear
TREASURES
He's 8, the most treasure he has is his horns.
Name
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