Zeph Ur✶ (D&D)

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Zeph Ur
Class
Warlock (Archfey Pact)
Background
Charlatan
Level
2

Race
Half-Kitsune / Half-Tiefling
Alignment
True Neutral
Exp. Points
300
Proficiency Bonus +2
Passive Perception 12
Strength

10
0

athletics 0
Dexterity

15
+2

acrobatics +2
sleight of hand +4
stealth +2
Constitution

9
-1

Intelligence

13
+1

arcana +3
history +1
investigation +3
nature +1
religion +1
Wisdom

14
+4

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

14
+4

deception +4
intimidation +2
performance +2
persuasion +2
Other Proficiencies

Languages
  • Common
  • Sylvan
Weapons
  • Simple Weapons
Armor
  • Light Armor
Tools
  • Disguise Kit
  • Forgery Kit
HP

11
Temp HP

+0
Hit Dice

1d8
Armor Class

13
Speed

30
Initiative

+2
Attacks & Spellcasting

Light Crossbow +4, 80-320ft 1d8+2 piercing
Sickle +2, 5ft 1d4 slashing
Dagger +2, 5ft 1d4 piercing

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.
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.
Repelling Blast. When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
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.
Charm Person
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
Illusory Script
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Phantasmal Force
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Inventory

Weapons
  • Light Crossbow w/ Bolts (20)
  • Sickle
  • Daggers (2)
Armor & Clothing
  • Leather Armor
  • Fine Clothes
  • Belt Pouch
Misc
  • Orb
  • Gaming Set: Playing Cards *Marked
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.

Disguise Kit

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Treasures
Trinket

A receipt of deposit at a bank in a far-flung city.

Currency

0
CP
0
SP
0
EP
15
GP
0
PP
Personality Traits

I lie about almost everything, even when there’s no
good reason to.

I pocket anything I see that might have some value.

Ideals

Independence. I am a free spirit— no one tells me what to do.

Bonds

I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

Flaws

I’m convinced that no one could ever fool me the way I fool others.

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.
Fox Child
Ever since you were a child, you are able to perfectly recognize magical illusions. You are able to discern effects caused by cantrips without needing to make an ability check. You may also add your proficiency bonus for ability checks made to discern the effects of higher level illusion spells.
Shapechanger Blood
Even if your natural aptitude does not allow you to change your shape like Kitsune, you can still take benefit from it. You have advantage against shapechanging spells and abilities, and are always changed into a fox if the spell tries to change you into an animal.
Mask of Many Faces. You can cast Disguise Self at will, without expending a spell slot.
Fey Ancestry
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Fox Fire
You have an innate ability to briefly invoke fire. Before you roll damage, as a bonus action, you can change the damage type of a spell or a weapon attack to Fire for that attack. Alternatively, you may add an additional 1d6 damage to any attack that deals only fire damage. You can use this feature once. The number of uses increases to two at 6th level, three at 11th level, and four and 16th level. All of the expended uses are restored after you finish a long rest.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Age
17
Gender
Agender
Height
5'9"
Weight
113lbs

Orientation
Asexual
Horoscope
Aquarius • February 29th
Deity
Taichiro
Voice
Character Notes

Archetype
The Loner / Scout Type
Traits
Ambidextrous, Creative, Curious, Easy-Going, Flexible, Impish, Spontaneous, and Witty
Flaws
Bored, Careless, Deceitful, Difficult, Flighty, Flippant, Irresponsible, Lazy, and Secretive
Fears
Cows
Habits
Hoarding, Humming, Doesn't Laugh
Relationship Notes

Taichiro
TBA
C. Ur
TBA