Mallius

Malis

Info


Created
4 years, 8 months ago
Creator
Malis
Favorites
2

Profile


4808367.png
Mallius
[Bardic warlock]
Class
[Criminal]
Background
[11]
Level

[Tiefling]
Race
[Chaotic Neutral]
Alignment
[0]
Inspiration
Proficiency Bonus +4
Passive Perception 20
Strength

8
-1

athletics +1
Dexterity

12
+1

acrobatics +3
sleight of hand +3
stealth +5
Constitution

12
+1

Intelligence

14
+2

arcana +4
history +4
investigation +10
nature +4
religion +4
Wisdom

14
+2

animal handling +4
insight +4
medicine +4
perception +10
survival +4
Charisma

16
+3

deception +7
intimidation +7
performance +5
persuasion +5
Other Proficiencies

Languages
  • Common
  • Celestial
  • Infernal
Weapons
  • Two silver swords
  • Simple Crossbow
  • Fancy staff
Armor
  • Light Armor - Studdied Leather
Other
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.

Lute

While Mallius has no idea how to play a lute, he does used it on occasion to hit people over the head with it. The edges have been reinforced with copper to add a little extra punch.

HP

73
Temp HP

0
Hit Dice

11 D8+1
Armor Class

14
Speed

30
Initiative

+3
Attacks & Spellcasting

Eldritch Blast +7 - 240ft  1d10+3/Force
Guiding Bolt +7 - 240ft 4d6+3/Radiant
Witch Bolt +7 - 60ft 1d12/Lightning

Bardic Inspiration
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Psychic Blades
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 3d6 psychic damage to that target. You can do so only once per round on your turn.
Words of Terror
Once per short rest, you can speak to a humanoid alone for 1 minute and cause it to become frightened of you (or another creature of your choice) if it fails a WIS saving throw (DC 15) for 1 hour or until it or its allies are attacked or damaged. If the target succeeds, it is not aware you used this ability.
Inventory

Weapons
  • A staff he uses for as a focus. It has a wolf's skull tied to the top with colourful winding ribbons hanging from it, a rabbit's fur covering wrapped under the skull.
  • Two silver swords, one has a rather large chip out of the blade.
    Simple crossbow, barely used
  • A large lute edged in copper. (He does not know how to play.)
Armor & Clothing
  • A purple and blue coat trimmed in gold, a little bit of glamour keeps it pristine and shining.
  • Finely crafted studded leather he wears under the coat. It vaguely resembles dragon scale (but actually isn't)
  • Ioun Stone of Protection
  • Brooch of Shielding
Food & Aid
  • Potion of Heroism
  • Potion of Greater Healing
  • Healing kit 
Misc
  • Calligrapher's Supplies
  • Little bag of sand that glitters unnaturally
  • Well used playing cards set
    Large claw of some kind of beast
Treasures
Necklace of Prayer Beads

This necklace has 6 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Wand of Wonder

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the spell table to discover what happens.

Currency

45
CP
670
SP
0
EP
2,057
GP
46
PP
Personality Traits

Sarcasm and insults are my weapons of choice. The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.

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

I wronged the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Pact of the Chain - Cherub (imp pg 306)

Flaws

Reform and 'play nice' or its death to me.
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
I talk to spirits that no one else can see.

Features & Traits

Pact of the Chain
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. Your pool regains all expended dice when you finish a long rest.
Spell Sniper
When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll from your chosen class spell list.
War Caster
You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
[83]
Age
[Male]
Gender
[7'2]
Height
[230lbs]
Weight

[Stocky but well built]
Build
[No longer in existence]
Homeland
[Theater Manager]
Profession
[TBC]
Disposition
History

Mallius is a son of a long line of Villains. His Great Grandmama pushed a scourge across the lands, conquering all she came across. She defeated the Thalasstian royalty of a small Kingdom and took up residence. After holding the Lords of the local city-states tightly with an iron fist for many years she left the lands to her daughter who had spent her life training for this moment. The daughter also ruled with an iron fist, building alliances with the nobles and encouraging corruption within her lands as log as it befitted the name and legacy.  Mallius' father, Vandread inherited the lands, from his mother intending to do the same but years of oppression were finally taking its toll. His father spent the last few centuries quelling rebellions and waging wars on the surrounding city-states to protect the ill-begotten land from take-over by the Empire. A tentative peace was brokered between the Lords as the threat of the over-growing Empire pushed up against the boarders. It was then a woman, a daughter of the Thalasstion line, surfaced and attempted to raise a new rebellion for the people. Vandread turned on the people, swiftly overcame the rabble and took the woman as his own. Mallius was born of this alliance.
When Vandread fell in battle, Mallius took to leadership, re-established the alliances with the Lords who were starting to have increased issues with the commoners, and followed along in his father's footsteps. By then the family had amassed a treasure trove of magical implements and trinkets. Mallius took to studying magics, increasing his power to keep his hold over the people as they sent more and more upstarts and brave souls up against him. This was until his final fall. A paladin of Sehanine with a band of adventurers fought their way through the castle and defeated many monsters and past experiments along the way. He was given the option; Submit to the Goddess of the Moon and learn to lead a better life, or Die.
Mallius chose life and became a warlock, forced to travel the lands and repent for his sins. His goal was to amass power and magical items to regain what had been taken from him but as he explored and met the 'smaller folk' of the common lives around him, Mallius learned that there was more to life than control...

Trivia

Iridessa - Cherub
Iridessa is a cherub of the moon who was assigned to Mallius by the Goddess who now holds his soul. Their relationship at first was mutual loathing but over the years, as Mallius has slowly wavered toward more noble actions, Iridessa has let up on her pestering and now helps his progress rather than hinder it.
Mallius hates singing
While he does have a rather melodic voice and can carry a tune, Mallius hates to sing. During his early years he preferred the 'shout at you' way of inspiring, leaning heavily on his intimidation rather than persuasion.
The Leader in the Ring
Mallius no longer rules a kingdom, but on the theater stage he is still Royalty. It was his idea for the party to go under cover as a theatrical troupe and while he hated every moment of it at first; the thrill he gets from commanding the stage is alluring and 'scratches the itch' so to speek. 
Links

Miralie
A fancy dress-wearing barbarian noble lady. This tabaxi has dark fur with white patches over her nose, paws, and ear tips. Slight Russian accent.
Colleen
Dark skinned half-elf monk/bard who is good with juggling and acrobatics and bad with magic. Bit of a snarky attitude who likes to show off.
Tiressa
A rough-and-tumble dwarven lady with ribbons in her braided beard. Tiressa is a fighter and uses strengths of prowess to impress those around her.
Azkarel
Human wizard (think an older Smedrik from the Last Unicorn) who loves kids and illusion tricks. Off the stage he is rather bumbling but when he is presenting he holds all attention.