Goose

subject404

Info


Created
5 years, 10 months ago
Favorites
3

Profile


Class
Background
Level
Wild Magic Warlock
Noble
1
Race
Alignment
Exp. Points
Halszkaraptor Kenku
Chaotic Evil
0


Goose

Age
Gender
Height
Weight
Unknown
Male
5'00"
???
Orientation
Horoscope
Archetype
Deity
N/A
Unknown
???
Proficiency Bonus
+2
Passive Perception
11
Strength
Dexterity
10
0
13
+1
Athletics
0
Acrobatics
+3


Sleight of Hand
+1


Stealth
+1








Constitution
Intelligence
18
+4
8
- 1


Arcana
- 1


History
+1


Investigation
+1


Nature
+1


Religion
- 1
Wisdom
Charisma
13
+3
14
+4
Animal Handling
+1
Deception
+4
Insight
+1
Intimidation
+2
Medicine
+1
Performance
+2
Perception
+1
Persuasion
+4
Survival
+1


Other Proficiencies

Languages


Common
Auran
Deep Speech

Weapons
Simple Weapons

Armor
Light Armor

Tools
Dragonchess
Health
Temp Health
Hit Dice
12
+ 0
1d8
Armor Class
Speed
Initiative
12
30
+1
Weapon

Range
Damage
Spear
+2
20ft-60ft
1d6+2 piercing
Dagger
+3
5ft
1d4+3 piercing








Bite
+2
5ft
1d6 piercing
Spellcasting

Eldritch Blast Cantrip


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.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Mage Hand Cantrip
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.

Dissonant Whispers
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hex
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.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Equipment

Weapons


Staff w/ Dagger (Arcane Focus)
Spear
Daggers (2)

Armor & Clothing
Leather Armor
Fine Clothes
Purse

Miscellaneous
Signet Ring
Scroll of Pedigree

Packs
Scholar's Pack
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Trinkets & Treasures
None
Money
GP
sP
Cp
25
0
0
Personality Traits

If you do me an injury, I will crush you, ruin your name, and salt your fields.


My favor, once lost, is lost forever.
Ideals

Power.


If I can attain more power, no one will tell me what to do.
Bonds

I am in love with the heir of a family that my family despises.

Flaws

I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.

Features & Traits

Expert Forgery


You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Wild Magic Surge
Your actions can unleash surges of untamed magic. Immediately after you cast a warlock spell of first level or higher, or hit a challenging enemy with a non-spell attack for the first time in a round, the DM can have you roll a d20. If you roll a 1 or 20, roll 1d100 on the warlock’s Wild Magic Surge table to create a random magical effect.

Tides of Chaos
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of Tides of Chaos, the DM can have you roll on the warlock’s Wild Magic Surge table immediately after you cast a warlock spell of first level or higher, or hit a challenging enemy with a non-spell attack for the first time in a round. You then regain the use of Tides of Chaos.

Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
Roleplaying Notes

Personality


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Habits
???

Fears
???
Relationship Notes

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