Kismet [dnd]
saintbambi
- Created
- 1 month, 29 days ago
- Creator
- saintbambi
- Favorites
- 2
Basic Info
-
Progress
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Still a wip art wise, i just have the profile pretty worked on lol
Profile
Kismet
Harengon ♦ Warlock ♦ Hexblade
Haunted one ♦ Neutral ♦ Archetype
1
Level
Gender
male
Age
26
Birthdate
april 15th
Orientation
demiace
Status
alive
Ethnicity
harengon
Belief
---
Linked
Info
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♦ ♦ ♦
Creator
vilebambi
Designer
vilebambi/eleventhhour
Value
NFS
Background
Ideals
Truth. I care about the truth above all else, even if it doesn't benefit anyone. I need answers for what happened to my home, I need to know what caused the wound, its hard to rest until I know.
Bonds
A great evil dwells within me. I am Inflicted with an ever gnawing hunger for the life of others, literally, their blood and flesh. I will fight against it and the world's other evils for as long as I can.
Flaws
I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could. It causes me to act irrational in certain places, I don't know what will happen to me if it catches me.
Personality
I'm jumpy, but I'm not a coward, infact I might just be the first to jump into a harrowing situation. I thrive off of knowledge of the unknown and macabre I cannot allow myself to stand idle when my family before me risked their lives for enlightenment.
11
STR 0
14
DEX +2
13
CON +1
15
INT +2
11
WIS +0
16
CHA +3
Melee
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Finesse, light, thrown (range 20/60)
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13
AC
+2
Initiative
30
Speed
12
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.
At Higher Levels, spell creates more than one beam; 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.
Mind Sliver
Enchantment
Casting Time: 1 action
Range: 69 feet
Components: V
Duration: 1 Round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lvl 1 ♦ 3 slots
Arms of Hadar
Conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect
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.
Wrathful Smite
Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Lvl 2 ♦ 3 slots
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Background
Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape.
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Proficiency
Armor
light armor, , medium armor, shields.
Weapons
simple weapons, martial weapons.
Tools
None.
Saving Throws
Wisdom, Charisma.
Languages
Common, Elvish, Deep speech, Sylvan.
Harengon
Hare-Trigger
You can add your proficiency bonus to your initiative rolls.
Leporine Senses
You have proficiency in the Perception skill.
Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hexblade Warlock
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Carried Gear
Arcane Focus
Holy Water
Steel Mirror
Holy Amulet
You dont have access to this information.
Crowbar
Hammer
Keys / w keyring
You dont have access to this information.
Wooden Stakes
Coins
copper pieces
silver pieces
gold pieces
platinum pieces
Trinkets
Perplexing Lily Bouquet
A bouquet of funerary flowers that always looks and smells fresh.
Weathered Black Book
A little black book that records your dreams, and yours alone, when you sleep.
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A shard of obsidian that always feels warm to the touch.
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