Malevir

scarletteskies

Info


Created
7 months, 10 days ago
Creator
scarletteskies
Favorites
0

Profile


Malevir

Tiefling Cleric Warpriest

Tomb Born Chaotic Good Exorcist

4

Level

4cf21c535ec46dc723221788abfbb386.jpg

Gender

Male


Age

???


Birthdate

???


Orientation

Bi


Status

Single


Race

Tiefling


Belief

Jaidz


Linked

???


Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis.

♦ ♦ ♦

Designer

Scarletteskies


Value

Not for Resell


Background

Ideals

-???

Bonds

-???

Flaws

-???

Personality Traits

-???


Subheader

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit.

14

STR +2

+8
Athletics

12

DEX +1

+1
Acrobatics
+1
Thievery
+1
Stealth

16

CON +3

10

INT +0

+0
Arcana
+0
Society
+0
Crafting
+6
Occultism
+6
Lore: Undead

14

WIS +2

+2
Nature
+8
Medicine
+2
Survival
+8
Religion

12

CHA +1

+1
Deception
+7
Intimidation
+1
Diplomacy
+1
Performance
30151103_cqzEhhnbwHSXEZq.png
Shortsword

Finesse, Light (range 5 ft reach)

1d6 piercing + 4

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis.

30151031_R17bHTveSkDMBFR.png
Shortbow

Ammunition, Range, Two-Handed (range 80/320 ft)

1d6 piercing + 4

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis.

29110174_kmAOv1zbuSRaLKL.png
Dagger

Finesse, light, thrown (range 20/60)

1d4 piercing + 4

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis.

20

AC

+0

Initiative

25

Speed

+8

Perception

Cantrip


Mage Hand


Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute


A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.

Blade Ward


Abjuration
Casting Time: 1 action
Range: self
Components: V, S, M
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.

True Strike


Abjuration
Casting Time: 1 action
Range: 30 ft
Components: S
Duration: Concentration, up to 1 round


You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Lvl 1 3 slots


Ice Knife


Conjuration
Casting Time: 1 action
Range: 60 ft/5ft radius
Components: S, M
Duration: Instant


You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Color Spray


Illusion
Casting Time: 1 action
Range: Self (15 foot cone)
Components: V, S, M
Duration: 1 round


A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Disguise Self


Illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour


You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Id Insinuation


Enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, Up to 1 minute


You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Lvl 2 3 slots


SPELL NAME


SPELL TYPE
Casting Time: ---
Range: ---
Components: ---
Duration: ---


---

---

SPELL NAME


SPELL TYPE
Casting Time: ---
Range: ---
Components: ---
Duration: ---


---

At Higher Levels. ---

Background


Tomb Born

Your parents conceived you for a fell purpose at a site tainted by death, like a wight's barrow, mass grave, or ossuary. Their reasons could be a mystery, or you might know of their grand design and seek to escape—or fulfill—their plans. Either way, you're at your most dangerous when near death.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. You're trained in the Undead Lore skill. You gain the Final Spite reaction.

Final Spite [reaction] Frequency once per day; Trigger You're reduced to 0 Hit Points; Effect You make a Strike before falling unconscious.

Proficiency


Armor

Light armor

Weapons

Crossbow, Hand, Longbow, Longsword, Rapier, Shortsword, Simple weapons.

Tools

Dice Set, Thieves' Tools, Vehicles (Land)

Saving Throws

Dexterity, Intelligence.

Skills

Acrobatics (expertise), Athletics, Deception, Intimidation, Investigation (expertise), Perception, Stealth (expertise).

Elf (?)


Darkvision

You can see in darkness (shades of gray) up to 60 ft.

Fey Ancestry

You have advantage on saves against being charmed, and magic can't put you to sleep.

Light Bearer

You know the Light cantrip. Charisma is your spellcasting ability for it.

Trance

You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Arcane Trickster Rogue


Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. (3d6 currently)

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Cunning Action

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Uncanny Dodge

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

-You can stow one object the hand is holding in a container worn or carried by another creature.

-You can retrieve an object in a container worn or carried by another creature.

-You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Carried Gear


1

Thieves' Tools


1

Bedroll


20

Arrows


1

Scissor Wing Dagger

+1 mimic dagger. Semi-sentient creature, can return when thrown.


1

Dice Set


1

Rope, Hempen (50 ft)


1

Mess Kit

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.


1

Tinderbox


10

Torch


1

Waterskin


Coins


0

copper pieces

0

silver pieces

10

gold pieces

0

platinum pieces

Magic Items


Handshake

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis. Nunc semper neque ut orci bibendum accumsan. Mauris vehicula enim aliquam, mattis mi id, suscipit justo.

Bag-E

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin molestie dapibus nulla, ut feugiat justo congue eu. Suspendisse fringilla felis id luctus blandit. Sed accumsan elit non luctus facilisis. Nunc semper neque ut orci bibendum accumsan. Mauris vehicula enim aliquam, mattis mi id, suscipit justo.