Marable Livingstone✶ (D&D)

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Marable Livingstone
Class
Wizard (Transmutation)
Background
Haunted One
Level
2

Race
Gorgon
Alignment
True Neutral
Exp. Points
300
Proficiency Bonus +2
Passive Perception 12
Strength

15
+2

athletics +2
Dexterity

10
0

acrobatics 0
sleight of hand 0
stealth 0
Constitution

15
+2

Intelligence

9
+1

arcana +1
history +1
investigation -1
nature -1
religion -1
Wisdom

14
+4

animal handling +2
insight +4
medicine +2
perception +2
survival +4
Charisma

12
+1

deception +1
intimidation +1
performance +1
persuasion +1
Other Proficiencies

Languages
  • Common
  • Snakes Tongue
  • Primordial
Weapons
  • Daggers
  • Darts
  • Slings
  • Quarterstaffs
  • Light Crossbows
Armor
  • None
Tools
  • Herbalism Kit
  • Poisoner's Kit
HP

14
Temp HP

+0
Hit Dice

1d6
Armor Class

10
Speed

30
Initiative

0
Attacks & Spellcasting

Dagger +4, 5ft 1d4+2 piercing

Snake Dreadlocks 5ft 4d4 piercing
Tail Thrash 5ft 1d8 bludgeoning

Acid Splash Cantrip
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mending Cantrip
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Poison Spray Cantrip
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Chromatic Orb
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.
At Higher Levels. 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.
False Life
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Find Familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind
with regard to your own senses.
As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Identify
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item w as created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Ray of Sickness
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. 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.
Witch Bolt
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Inventory

Weapons
  • Dagger
Armor & Clothing
  • Common Clothes
  • Component Pouch
Misc
  • Spellbook
Packs
Monster Hunter's Pack

Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

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.

Treasures
Trinket

A lock that opens when blood is dripped in its keyhole.

Currency

0
CP
0
SP
0
EP
0
GP
0
PP
Personality Traits

I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.

I expect danger around every corner.

Ideals

I’m a monster that destroys other monsters, and anything else that gets in my way.

Bonds

A terrible guilt consumes me. I hope that I can find redemption through my actions.

Flaws

I talk to spirits that no one else can see.

Features & Traits

Snake Dreadlocks
A weird combination of actual hair and scales, the shape of snakes your hair takes can vary but is often simple. It often is long, as when cut, the snake turns into normal hair, and takes years to grow back. The more of the snakes cut off of a gorgon's hair, the more human they look. They keep the tail, however, until the last snake is cut off. When that happens, they are simply human (no turning back either, though still abnormally tall). This is not a shared fact however, as this is the most common fear among their kind. As most can assume, gorgons don't enjoy the presence of barbers or scissors.
Their snake hair may do a close ranges attack. A full head of snakes has 4d4 piercing damage, anything below that has 2d4, and anything below 1/4 of snake hair only has 1d4. This bonus is forever lost if all the hair is cut off.
Tail Thrash
A close ranged tail attack that inflicts 1d8 bludgeoning damage with advantage if the person being attacked is behind you.
Serpentine Ancestry
You have serpentine ancestry. Choose one type of snake from the Serpentine Ancestry table. Your climate proficiency in Grasslands and Woodlands (a survival and nature check bonus, as well as +10 speed when in climate) and poison damage resistance are determined by the green snake type. 
Damage Resistance
You have resistance to poison damage due to your serpentine ancestry.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. 
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. 
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. 
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.
Age
20
Gender
Female
Height
5'9" / 17'3"
Weight
364lbs

Orientation
Pansexual
Horoscope
Virgo • August 27th
Deity
World Serpent
Voice
Character Notes

Archetype
The Empath / Conscience Type
Traits
???
Flaws
???
Fears
???
Habits
???
Relationship Notes