DISCORD

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Created
1 year, 4 months ago
Creator
jellydiamonds
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UNDER CONSTRUCTION!
Check back later for the finished version!

DISCORD

Dhampir rogue warlock

faceless lawful evil phantom genie

5

Rogue

Level

1

Warlock

Level

58863255_bmbXrZA0pjOOwo0.png

Full Name

Jilaiya "DISCORD" Diabolos


Gender

Female


Age

19


Orientation

Lesbian


Height

5'10


Weight

143 Ib


Patron

Fish


Voice Claim

Tempest Shadow MLP Movie


DISCORD is a beautiful rogue who prefers not to cause a scene if she can help it, though she isn't opposed to taking a life if the means justifies her end goal.

♦ ♦ ♦

Creator

TrampAvenue


Designer

TrampAvenue


Value

$0


Background

Ideals

Revenge. There is nothing stopping me from finding the people who took my life before I got to live it.

Bonds

Hoard. Dragons cared for me when no one else would. I am much more sympathetic to them than an average adventurer is.

Flaws

Neurotic. I do not fear people, or death, or loss—but I would rather die than try and talk to someone new.


Relationships

Raishaun In a body she didn't understand and a mind barely older than 5, Raishaun was a light in a sea of darkness. The dragon took her in as her own, finding similarities in their abilities, and raised her to be a ruthless killer. DISCORD loves Raishaun and her loyalty to her extends beyond all else.

Scabbers A kobold dedicated to Raishaun that DISCORD grew up around. She often tied bows on his horns as a child, and as an adult she is affectionate to him. Or, put simply: "If anything happened to Scabbers I would kill everyone in this room, and then myself."

Carter, Ozora, & Nulla "My circus, my monkeys, my circus, my monkeys, my circus, my monkeys..."

Monique Monique both intimidates and intrigues DISCORD. She feels terrible for her after what Nulla did, but finds herself strangely cotton-mouthed whenever she tries to talk to her.

9

STR -1

+2
Athletics

19

DEX +4

+10
Acrobatics
+7
Sleight of Hand
+10
Stealth

16

CON +3

14

INT +2

+2
Arcana
+2
History
+2
Investigation
+2
Nature
+2
Religion

15

WIS +2

+2
Animal Handling
+5
Insight
+2
Medicine
+5
Perception
+2
Survival

14

CHA +2

+5
Deception
+5
Intimidation
+2
Performance
+2
Persuasion
kh.png
Kingslayer

Finesse, light, thrown (range 20/60)

1d4 piercing + 5

This weapon becomes stronger whenever it takes the life of someone with great importance. Your soul is contained inside of it and as a consequence you cannot be too far away from it.

When you are missing half or more of your hit points, you have advantage on attacks you make with this weapon. When you attack with this weapon and hit a creature that isn't a construct or an undead, you can empower yourself in one of the following ways of your choice:

You regain hit points equal to the piercing damage dealt by the bite.
You can a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by this weapon.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

29110174_kmAOv1zbuSRaLKL.png
Dagger

Finesse, light, thrown (range 20/60)

1d4 piercing + 4

A less than stellar dagger made by the derro as a favor to Nulla. It's crude, but it gets the job done.

Hand Crossbow

ammunition, light, loading (range 30/120)

1d4 piercing + 4

Looted off the body of a Graysnout guard in Raishaun's cave. You haven't had time to clean the old blood off of it.

Whip

finesse, reach

1d4 piercing + 4

Not acquired yet but shhh.

15

AC

+4

Initiative

35

Speed

15

Passive Perception

Cantrip


Eldritch Blast


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Toll the dead


Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous


You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Lvl 1 1 slot


Hex


Enchantment (concentration)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Up to 1 hour


You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

Witch Bolt


Evocation (concentration)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Up to 1 minute


A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Background


dual personalities

Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.

Proficiency


Armor

Light armor

Weapons

Simple weapons, hand crossbows, longswords, rapiers, shortswords.

Tools

Thieves' tools, disguise kit.

Saving Throws

Dexterity, intelligence.

Skills

Acrobatics, deception, insight, perception, persuasion, sleight of hand, stealth.

Feats


Gift of the chromatic dragon

You've manifested some of the power of chromatic dragons, granting you the following benefits:

Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.

Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dhampir


Deathless nature

You don't need to breathe.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Phantom Rogue


Whispers of the Dead
3rd level

Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave
3rd level

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Genie Warlock


Genie's Vessel
1st level

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is your Kingslayer, and you can use it as a spellcasting focus for your warlock spells.

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron (cold).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Carried Gear


1

Studded leather armor

Taken off the corpse of a Graysnout guard, it still reeks of the burning flesh from Carter's moonbeam.


1

Marcus Graysnout's Glaive

A token DISCORD took after she and her friends united and killed Marcus Sr.'s imposter. It deals an extra +4 fire damage.


1

Leather armor


17

Crossbow bolts


1

Manacles


1

Thieves' tools


Coins


0

copper pieces

0

silver pieces

100

gold pieces

0

platinum pieces

Magic Items


Bag of Devouring

A gift from Raishaun to help DISCORD fulfill her quest. This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.