Diaval King♛ (D&D)

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Profile


Class
Background
Level
Wild Magic Sorcerer
Criminal (Enforcer)
2
Race
Alignment
Exp. Points
Tiefling
Chaotic Good
0


Diaval King

Age
Gender
Height
Weight
27
Male
5'3"
115lbs
Orientation
Horoscope
Archetype
Deity
Pansexual
Cancer • July 4th
Conscience / Empathetic
Proficiency Bonus
+2
Passive Perception
11
Strength
Dexterity
14
+2
12
+1
Athletics
+2
Acrobatics
+1


Sleight of Hand
+1


Stealth
+3








Constitution
Intelligence
10
+2
9
- 1


Arcana
+1


History
- 1


Investigation
- 1


Nature
- 1


Religion
- 1
Wisdom
Charisma
13
+1
17
+5
Animal Handling
+1
Deception
+3
Insight
+3
Intimidation
+5
Medicine
+1
Performance
+3
Perception
+1
Persuasion
+5
Survival
+1


Other Proficiencies

Languages


Common
Infernal

Weapons
Simple Weapons

Armor
None

Tools
Gaming Set: Dice
Thieves' Tools
Health
Temp Health
Hit Dice
14
+ 0
1d6
Armor Class
Speed
Initiative
11
30
+ 1
Weapon

Range
Damage
Dart
+3
20ft-60ft
1d4+1 piercing
Dagger
+3
5ft
1d4+1 piercing












Spellcasting

Blade Ward Cantrip


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.

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 magic items, or carry more than 10 pounds.

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).

Prestigitation Cantrip
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Thaumaturgy Cantrip
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Comprehend Languages
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Feather Fall
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Hellish Rebuke
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Magic Missile
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 +1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Equipment

Weapons


Dart
Daggers (2)

Armor & Clothing
Dark Common Clothes w/ Hood
Component Pouch

Miscellaneous
Crowbar
Gaming Set: Dice *Weighted

Packs
Explorer's Pack
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Thieves' Tools
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Trinkets & Treasures
An old key
Money
GP
sP
Cp
0
0
0
Personality Traits

I don't pay attention to the risks in a situation. Never tell me the odds.


The best way to get me to do something is to tell me I can't do it.
Ideals

People.


I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bonds

Someone I loved died because of a mistake I made. That will never happen again.

Flaws

If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Features & Traits

Darkvision


You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance
You have Resistance to fire damage.

Infernal Legacy
You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Wild Magic Surge (p. 104)
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos
Starting at 1st level, 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 this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Roleplaying Notes

Personality


Compassionate, Daring, Determined, Feisty, Flirty, Loyal, and Protective
Belligerent, Destructive, Gullible, Intimidating, Impulsive, Sadistic, and Vulgar

Habits
Smoking, Fidgeting w/ Necklace

Fears
Mice and Rats
Relationship Notes

Shetani King     


My mother and my primary contact. She's quick at delivering messages throughout her network and pays off beggars to spy for her. She's aware of everything and everyone that might be the slightest bit questionable.

Baalzephon King    
My father and my fence. He's able to sell any stolen goods. He's also my fighting instructor. Great at cooking, too.

Hymn    
My childhood friend and first love. Deceased; he took his own life. I was suspected of being his murderer. I wear the gift that he left me, an old key, on a necklace under my clothes. I don't know what it unlocks.

City Guards    
They think I'm a serial killer or at the very least a murderer.

Correctional Officers    
I know a few of them personally from my numerous prison stays. There's even one that brought me a pack of cigarettes.