Profile
- Spook
- He/Him
- 21 | 6'5
- Tiefling (Levistus)
- Unknown
- Oct.ober 28th
- INFJ-T | True Neutral
- Demisexual Panromantic
- Cold, Necrotic
- WIP
- Fenfir "Fen" Ralomaris
- Dad "Da"
- 35 (dead ~120) | 5'11 | Elf (Ghost)
- ENFP-T
- Cayden Murag
- Dad "Pops"
- 31 (dead ~30) | 7'3 | Half-Orc (Ghost)
- INFJ-A
- Mariam Baxter
- Not Mom
- 39 (dead ~40) | 5'9 | Human (Ghost)
- ISFJ-A
- Fehn "Wellfed" Quickfist
- 50 | 6'6 | Half-Orc
- Team Dad
- Salvo "Sal"
- ?? | 6'4 | ??
Warforged - Botfriend ♥
- Trixi
- 25 | 5'5 | Changeling
- Friend
- Sorrel
- 17 | 5'2 | Wood Elf
- Friend
A tiefling who was abandoned as a toddler, somehow found his way into the catacombs of a large military fortress, and was adopted and raised by the ghosts who live there. He has no memory of his life before them, and nobody is quite sure how he ended up there to begin with.
He had to stay hidden to avoid being kicked out, leaving the catacombs only at night with one of his parents (usually Fen) to steal food, and never leaving the fortress itself. His childhood was pretty normal despite his situation, with the only real event being his magic manifesting... there were many frantic 2 AM trips to the fortress' library. Although he was content enough with just the company of his family, as he got older, they started to worry that he might need some better socialization - so when he turned twenty, they pushed him to leave and go interact with living people.
He's a little awkward and quiet, but not at all antisocial - he doesn't like being alone. Has resting bitch face, and a tendency to stare, which, along with... everything else about him, intimidates people. He has trouble talking to strangers, and tends to stick to silence or single word replies until he's comfortable. Once you get to know him, he's a big sweetheart who just wants to help. Although he's curious, he'd rather keep himself out of most difficult situations. He lacks confidence and will often just go along with what others want to avoid a long discussion or disagreement. He frequently bumps into people because he's used to incorporeal ones. Doesn't do well in crowds, loud places, bright sun, rain, wind... really, a lot of things. He's figuring it out. He gets homesick sometimes, but he's doing his best to be brave and independent, even though it's a new thing for him.
- Favourites
- Small, dark places
- Holding hands !!!
- Food
- Flowers, butterflies; most delicate flora/fauna
- Weather as a concept
- Loud/crowded places
- Yelling/Shouting
- Travel rations :U
Key Items
Wand
Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.
Da's Shirt
The shirt Fen was buried with, and Spook's only shirt for a long time. He's very protective of it, and always keeps it clean and dry whenever possible.
Dragon-Touched Focus
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.
Penelope
Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.
Notes:
- Borderline malnourished looking; no fat and not much muscle.
- Tends to hunch slightly unless he's thinking about it
- Pants are itchy, no pants plz
- Likes his nails painted; any colour/s
Key Items
Wand
Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.
Dragon-Touched Focus
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.
Penelope
Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.
Notes:
- First thing he's picked out (mostly) by himself - shiny colours!!
- Jewellery Reference (ears aren't pierced, just yet but he did buy these)
- Nails/hooves can be painted, any colour
Key Items
Wand
Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.
Penelope
Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.
Dragon-Touched Focus
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.
Notes:
- Fancy outfit for fancy events!
- Yes, he did ask Sal to cover him in paint
- Paint can be changed; would be different each time
- This version has half a butterfly wing on the right half his face
Key Items
Wand
Spook's arcane focus, but also a sentimental item. The handle is made from one of Cayden's ulnas. It's never out of reach.
Dragon-Touched Focus
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥ He doesn't take it off.
Penelope
Spook's pet rat! Her spirit is attached to him, but she's not always visible. He had her when she was alive, and she stuck around.
Notes:
- Borderline malnourished looking; no fat and not much muscle.
- Tends to hunch slightly unless he's thinking about it
- Pants are itchy, no pants plz
- Likes his nails painted; any colour/s
Inventory
- +0Strength
- +3Dexterity
- +7Constitution
- +1Intelligence
- +1Wisdom
- +9Charisma
- +3Acrobatics
- +1Animal Handling
- +5Arcana
- +0Athletics
- +5Deception
- +1History
- +1Insight
- +9Intimidation
- +1Investigation
- +1Medicine
- +1Nature
- +1Perception
- +5Performance
- +5Persuasion
- +1Religion
- +7Sleight of Hand
- +7Stealth
- +1Survival
- Languages: Common, Infernal; a little bit of elvish + orcish
- Weapons & Armour: Daggers, Darts, Slings, Quarterstaves, Light Crossbows
- Other: Disguise Kit, Thieves' Tools
Name | +Atk | Damage |
---|---|---|
Dagger (x3) | +7 | 1d4+3 piercing |
+9 | 2d8 cold | |
+9 | 2d8 necrotic | |
+9 | 2d8 lightning | |
+9 | 2d6 cold |
- Hellish Resistance: You have resistance to fire damage.
- Legacy of Stygia: You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of agathys spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Crypt Secrets: You know the secret patterns and flow to crypts and tombs, and can find passages through them that others would miss. When you are not in combat, you (and companions you lead) can travel through modern crypts or catacombs twice as fast as your speed would normally allow.
- Eyes of the Dark: From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
- Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
- Magical Guidance: When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
-
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source, but can be used only on Metamagic).
- Quickened 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.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
- Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
- At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes:
- The hound is size Medium. It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target.
- Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target.
- Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Ray of Frost
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
- A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Chill Touch
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic
- Duration: 1 round
- You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Shocking Grasp
- Casting Time: 1 action
- Range: Touch
- Components: Verbal, Somatic
- Duration: Instantaneous
- Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Frostbite
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
- You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Darkness
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Material (bat fur + drop of pitch or piece of coal)
- Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Can be cast once per long rest for free.
Can be cast for 2 sorcery points - if done this way, you can see through the darkness created by the spell.
Hound of Ill Omen
- Armor Class: 14 (natural armor)
- Hit Points: 37 (5d10+10)
- Speed: 50 ft
- Skills: Perception +3, Stealth +4
- Senses: Passive Perception 13
- Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
- Actions: Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Prestidigitation
- Casting Time: 1 action
- Range: 10 feet
- Components: Verbal, Somatic
- Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Message
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic, Material (a short piece of copper wire)
- Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Blade Ward
- Casting Time: 1 action
- Range: Self
- Components: Verbal, Somatic
- Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Chromatic Orb
- Casting Time: 1 action
- Range: 90 feet
- Components: Verbal, Somatic, Material (a diamond worth at least 50 gp)
- Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Shield
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: Verbal, Somatic
- Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Armor of Agathys
- Casting Time: 1 action
- Range: Self
- Components: Verbal, Somatic, Material (a cup of water)
- Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Can be cast once per long rest at second level for free.
Scorching Ray
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
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.
All Spook's fire spells, save for fire chromatic orb, are blue and burn cold.
Shatter
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Somatic, Material (a chip of mica)
- Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Shadow Blade
- Casting Time: 1 bonus action
- Range: Self
- Components: Verbal, Somatic
- Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Counterspell
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
- Range: 60 feet
- Components: Somatic
- Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Hypnotic Pattern
- Casting Time: 1 action
- Range: 120 feet
- Components: Somatic, Material (a glowing stick of incense, or a crystal vial filled with phosphorescent material)
- Duration: Concentration, Up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Fireball
- Casting Time: 1 action
- Range: 150 feet
- Components: Verbal, Somatic, Material (a tiny ball of bat guano and sulfur)
- Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
All Spook's fire spells, save for fire chromatic orb, are blue and burn cold.
Dimension Door
- Casting Time: 1 action
- Range: 500 feet
- Components: Verbal
- Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Cone of Cold
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: Verbal, Somatic, Material (a small crystal or glass cone)
- Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Dragon-Touched Focus
- A sapphire amulet carved in the shape of dragon framed by wings. Requires attunement by a spellcaster.
Properties:
- Slumbering: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
- Stirring: The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in who's hoard it became stirring.
- Chromatic: Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6. You gain a bonus equal to the number rolled to one of the spell's damage rolls.
A gift from Fehn when we visited the Isle of Drakkenloam. Very useful for most of Spook's spells, but also - is shiny ♥
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