Cyntara (Character Sheet)

Blossomfall

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4 years, 1 month ago
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Blossomfall
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Cyntara "Cyn" Obliviskor
[Warlock]
CLASS
[Entertainer]
BACKGROUND
[10]
LEVEL

[Changeling]
RACE
[True Neutral]
ALIGNMENT
[N/A]
Exp. Points
Proficiency Bonus+4
Passive Wisdom 12
Strength

10
+0

strength0
athletics 0
Dexterity

16
+3

dexterity 0
acrobatics+7
sleight of hand 0
stealth 0
Constitution

14
+2

constitution0
Intelligence

14
+2

intelligence 0
arcana+6
history 0
investigation0
nature 0
religion 0
Wisdom

11
+0

wisdom+4
animal handling 0
insight 0
medicine 0
perception 0
survival 0
Charisma

20
+5

charisma+9
deception+9
intimidation+9
performance+9
persuasion          +9
+1 (SoA)
Other Proficiencies

Languages
  • Common
  • Draconic
  • Infernal
Weapons
  • Simple Weapons
Armor
  • Light Armour
Other
Lyre
Set of Bagpipes
Disguise Kit
???

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HP

89/89 
Temp HP

0
Hit Dice

11d8
Armor Class

16 (+1 Staff of Defense) ( Mage Armor: 16)
Speed

30ft (20)
Initiative

0
Attacks & Spellcasting

Dagger +4 1d4/piercing
Quarterstaff +2 1d8/bludgeoning
Spear +2 1d8/piercing

Double Sickles (+4) - 1d4 slashing each

CANTRIPS
Eldritch Blast (1d10) (MOD: +7)
Make a ranged spell attack to hit the target for force damage.  Two beams at 5th level.  Range of 120 ft.
Toll the Dead (1d8. 1d12 if missing hit points)
You point at one creature you can see within range (60ft) - the sound of a dolorous bell fills the air around it.  Must fail Wis Throw.

Green-Flame Blade (melee attack, +7 fire damage on creature of choice within 5ft.)
On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.

Fire Bolt (MI: 2d10 Fire Damage, 120ft)
Make a ranged spell attack to hit the target.  Increases by 1d10 at fifth level.  Can ignite flammable objects.

Minor Illusion (MI: INT Saving Throw against Spell Save DC, 1 Min. Duration)
Create a sound (can make discrete sounds at different times) or object illusion (5 ft cube).


1ST LEVEL
Hex (90ft/extra 1d6 necrotic damage/bonus action)
You place a curse on a creature you can see within range.  You deal extra damage whenever you hit it with an attack.  Choose one ability - target has disadvantage on these ability checks.  If the target drops to 0 before the spell ends, you can use a bonus action on a subsequent turn to curse a new creature.  Remove Curse ends the spell early.

SECOND LEVEL

Shatter (60ft, Con Save, 4d8)
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.  A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Darkness (60ft, concentration)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Suggestion (30ft, concentration, Wis throw)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable.  Spell ends if target is damaged.

3RD LEVEL
Counterspell (60ft, reaction)

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Dispel Magic (120ft/action)
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.



Comprehend Languages (1 hour, Once per Long Rest)
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.


4TH LEVEL

Sickening Radiance (1action/120ft/10min con)
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range.  When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Dominate Person (1 action/60ft/1min concentration)
You attempt to beguile a person that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage.

While the person is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


Shadow of Moil (1 action/self/1min Con)
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.


5TH LEVEL

Teleportation Circle (10ft/1min)
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Places: Straverton, Renton, Drivulgar Druid Circle, Kikriam City Palace,

Synaptic Static (1 action/120ft/8d6 psychic)
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Inventory

Other Weapons
  • Three Daggers (1d4, Dex) (+4)
  • Arcane Focus (Rod)
    Quarterstaff (1d6 Bludgeoning 1 hand, 1d8 with two) (+2)
    Spear (1d6 piercing/1d8 two handed. throw 20/60ft) (+2)
    Staff of Defense (CHARGES: 6 || 1 for Mage Armor, 2 for Shield)
Armor & Clothing
  • Leather Armor
    Studded Leather Armor (declare you wear it)
  • Glamoured Studded Leather Armor (AC+1, bonus action to change appearance)
  • Costume Clothes
    Cloak & Amulet from Cavern
    Cloak of the Mantaray (underwater breathing & swim speed of 60ft)
Food & Aid
  • Backpack
    10-day Rations
  • Waterskin
  • 9 torches
    Crowbar
    Hammer
    A Tinderbox
    10 Pitons
    50 ft of Rope
    Displacer Beast Pelt (ie Blanket)
Misc
  • A Silver Lyre with swirling wind patterns carved in Obsidian.
    A Love Letter from Paelle
    A Vial of Dragon Blood
    Set of stolen clothes from Man
    Mailing Address to Mr. Pmymmemtry's Store
    Mysterious Important Vial
    Magic Lockbox (very difficult to pick, contains vial)
    Frappuccino
    Treed - shaped like a tree trunk (branch bent like a handle)
    - Displacer Beast Blanket
    - Potion of Resistance (Poison)
    - Silver, long, flowing, elegant dress with wing motifs (bell sleeves)
    - silver, ruffled military jacket with lots of frills
    - 1 bottle of dewgerita
    - Fun Glowing Crystal (10ft of dim light)
  • 1 book about the usage of different spells could do w altering state of soul, or capsulating it
    1 book about musings on different methods of immortality
    1 book on soul fish by the peska sisters
  • one old string from a lyre (sheep's gut)
  • one small silvery white scale


Treasures
Crystal Ball (DC 17)
  • You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
    Knowledge Save Modifier
    Secondhand (you have heard of the target) +5
    Firsthand (you have met the target) +0
    Familiar (you know the target well) −5
    Connection Save Modifier
    Likeness or picture −2
    Possession or garment −4
    Body part, lock of hair, bit of nail, or the like −10
    On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
    On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
    Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.-


  • Jar of Bees (x1)
    A jar of bees. It can be thrown (it has a normal range of 20 feet and a long range of 60 feet) to break the jar and release a swarm of bees that function identically to an insect plague spell cast at 5th level.

  • Star of the Archmage (attuned)
    Action - attach to tiny object. Spellcasting focus.  
    +1 bonus to spell attacks & Spell Save DC
    Regain half of spell slots of current level (rounded down)
    Once per day, cast a spell (action) as a bonus action
    Cast Dimension Door once per day through this item.

  • Reserve Ioun Stone
    This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 3 levels of stored spells chosen by the GM.

    Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

    While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
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BAG OF HOLDING
Alchemy Jug
Clothes people didnt take to Daniva's gala
Thunder Clappers
Painting of Alivander & co.
1 goblet (Diamond, Sapphire, Ruby, Emerald - 100gp each)
Figurines of Milton & Killian
Sarkosha's Mead
Clothes of Mending
Cloak of Many Fashions
Periapt of Health
Electrified Branch

1 burlap bag
10 pearls (100g)
500g of chalks and inks
1500 worth of gems
2 diamonds (250)
1 diamonds (300)
1 diamond (500)
parchment addressed to cyvessa (sylvan)
two boots made out of leather and leaves (enchanted)
extremely magical cloak


Currency

0
CP
8
SP
0
EP
6483 
GP
0
PP
Personality Traits

I'm impulsive with my words when I want to be. After all, I'm just here for a good time.  

Ideals

Joy.  What's life without a little ale and laughter?  I seek to make my life a fulfilling one for myself and those around me, and that includes helping a poor sod or two.

Bonds

I woke up on a shore seven years ago with no memory except that of a single name:  Cyntara, a name which I took up as my own.  The only words my patron has told me was that I wouldn't want to remember what came before.

Flaws

Despite my looks, I am an overly cautious and fearful person.  I'm afraid that I might have been some monster prior to my memory getting magically wiped, and that impacts my decision-making.

Features & Traits

Shapechanger
As an action, you can change your appearance and voice.  You cannot duplicate an appearance which you haven't seen, and it must have the same basic arrangement of limbs.  You stay in this form until you use an action to revert to your true form, or die.
By Popular Demand (Entertainer Feature)
If You can always find a place to perform - normally in an inn or tavern, but possibly with a circus, theatre, or noble's court.  At such a place you receive free lodging and food of a modest or comfortable standard as long as you perform each night.  In addition, your performance makes you something of a local figure - when strangers recognize you, they typically take a liking to you.
Ability
1: Alaric Spellsword (Elf Dad)
2: Seren Arvel (Badass Moon Elf Knight)
3: Cordiality Chu'thul (Nervous Tiefling Outcast-turned-Knight)

-WARLOCK CLASS FEATURES-
Fey Presence (Once every Long/Short Rest)
As an action, you can cause each creature in a 10 foot cube originating from you to make a wisdom saving throw against your Warlock Spell Save DC.  The creatures that fail are all CHARMED or FRIGHTENED by you (your choice) until the end of your next turn.

Misty Escape (Once every short/long rest)
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Beguiling Defenses (Charm immunity - charm creature back)
You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Eldritch Invocation: Agonizing Blast
Add your Charisma modifier to the damage Eldritch Blast deals on hit.  (+5)

Eldritch Invocation: Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Invocation:  Voice of the Chain Master
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Eldritch Invocation: Ascendant Step
Levitate (1 action/self/con/FREE)

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move.  When the spell ends, the target floats gently back to the ground.

Eldritch Invocation: Sculptor of Flesh
Polymorph (1 action/60ft/con/spell slot)

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Mystic Arcanum - 6th Level (Cast once every long rest)
Scatter (30ft/action)
An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Ability
yeet.
[21]
Age
[Female]
Gender
[6'0''/190cm]
Height
[Bam Scooby Wham]
Weight

[Stronk]
Build
[Asteris, Kikiriam]
Homeland
[Songstress and Member of the Faeblades]
Profession
[Lively]
Disposition
Allies + Organizations

- SPELL SAVE DC: 18 (19 -> SoA)
- SPELL SAVE MODIFIER: +8s
- SPELL SLOTS: 1/3
- STAFF OF DEFENSE CHARGES(1d6+4): 9

G-SPOT -


GOALS OF THE MOMENT
- My book is coming along.  I suppose I should send it to Mr. Pymymmemtry's soon.
- Alivander's the name, huh...  It's not even a matter of the vial. I need to find them.  They must know something about who I am!
- I don't know about Adrick just yet, but if I remember Alivander and they hung out with him.... He must not be that bad.  Maybe Alivander is my true identity?...  But the dead girl's name wasn't Cyn, it was Mellora.  Hm, perplexing indeed.
- So this vial is a rare one... And it may be something Alivander may have had?...  This professor, Sullivan Seaworthy, might have a clue about him.  I feel like I'm getting closer and closer to my past... I must find this professor.  Invitations be damned, I deserve to know what happened.  I want to reconvene with the others and ask about how they feel about a trip to the Zalda mountains...  Perhaps I should tell this Raider Waite to tell Sullivan I need some of his expertise on a vial I found, and I'd be willing to offer his party help.
- I need to put the lyre back together.  What is this string, and this scale?  What have I lost?
- I ought to give these figurines back to Donovan.
- I'm a little nervous that I'll be standing in front of an entire council as a Changeling, considering Daniva found out what I was to begin with.  I ought to tread carefully.



GOALS:
1. To discover her past. (Hard)
2. To learn more languages to better disguise herself, and to better understand her patron. (Hard)
3. To spread her renown as an adventurer-entertainer, and pop a few kegs of ale along the way. (Medium, long term)
4. To sell her book, once written, in bookstores. (Easy)
5. To find a genasi/kenku/aarakocra so she can mimic their forms. (Very Easy, short term)

Trivia

GROUP POT (Blue Velvet Pouch)
GOLD: 873 23
SILVER: 5
COPPER: 0
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Aliquam egestas lectus ac metus lacinia efficitur. Morbi quis purus vitae libero dictum gravida. Donec eget nisl ex. Curabitur vitae leo sed odio aliquet accumsan. Proin egestas posuere sapien ac finibus. Pellentesque et dolor elit.
Morbi quis purus vitae
Aliquam egestas lectus ac metus lacinia efficitur. Morbi quis purus vitae libero dictum gravida. Donec eget nisl ex. Curabitur vitae leo sed odio aliquet accumsan. Proin egestas posuere sapien ac finibus. Pellentesque et dolor elit.
Links

Sir Montgomery Hamilton von Grimboldt the Third (Monty)
Cyntara's imp companion, a silver celestial imp that often takes the form of a silver raven. 
Name
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Name
Aliquam egestas lectus ac metus lacinia efficitur. Morbi quis purus vitae libero dictum gravida. Donec eget nisl ex. Curabitur vitae leo sed odio aliquet accumsan. Proin egestas posuere sapien ac finibus. Pellentesque et dolor elit.