Info


Created
4 years, 14 days ago
Creator
Mamoruba
Favorites
7

Profile


Hymn
Hey, why are you watching that guy when I'm right here?


Race
Tiefling
Gender
Trans man (he/they)
Age
29 years
Alignment
Neutral Good
Background
Entertainer
Class
Warlock


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Personality
Have you ever been in love before?


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Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


  • Speaks Common and Infernal
  • Proficient with the lute
  • Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
  • Donec laoreet at elit nec hendrerit
Background
Short subtitle.


Header

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Header

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Header

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Inventory
& attacks!


Boomerang

Proficient. 1d4+1 for damage, +2 for proficiency. Bludgeoning damage. Range 60ft/120ft

Light Crossbow

Proficient. 1d8+1 for damage, +2 for proficiency. Piercing damage. Range 80/320

Dagger (2)

Proficient. 1d4+4 for damage, +2 for proficiency. Piercing damage. Reach 5ft, range 20ft/60ft

Backpack


  • Book
  • Costume Clothes
  • Crossbow Bolts (20)
  • Crystal
  • Ink (1 ounce bottle)
  • Ink Pen
  • Leather Armor
  • Little Bag of Sand
  • Lute
  • Parchment (one sheet)
  • Small Knife
Spells
Short subtitle.


Chill Touch Necromancy Cantrip

Casting Time
1 action
Range
120 ft
Duration
1 round
Damage/Effect
1d8 damage

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Eldritch Blast Evocation Cantrip

Casting Time
1 action
Range
120 ft
Duration
Instantaneous
Damage/Effect
1d10+4 damage

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.

Friends Enchantment Cantrip

Casting Time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Damage/Effect
Charm buff

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Mind Sliver Enchantment Cantrip

Casting Time
1 action
Range
60 ft
Duration
Instantaneous
Damage/Effect
1d6 psychic damage

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Thaumaturgy Transmutation Cantrip

Casting Time
1 action
Range
30 ft
Duration
1 minute
Damage/Effect
Strike fear in someone

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.

Vicious Mockery Enchantment Cantrip

Casting Time
1 action
Range
60 ft
Duration
Instantaneous
Damage/Effect
1d4 psychic damage

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Disguise Self 1st Level (Shapechanging - Illusion)

Casting Time
1 action
Range
Self
Duration
1 hour
Damage/Effect
Disguise yourself with magic

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Arms of Hadar 2nd Level (Damage - Conjuration)

Casting Time
1 bonus action
Range
Self/10 ft
Duration
Instantaneous
Damage/Effect
3d6 necrotic damage

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. Extra 1d6 for 2nd level.

Hellish Rebuke 2nd Level (Damage - Evocation)

Casting Time
1 action, in response to being damaged
Range
60 ft
Duration
Instantaneous
Damage/Effect
3d10 fire damage

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. Extra 1d10 for 2nd level.

Hex 2nd Level (Damage - Enchantment)

Casting Time
1 bonus action
Range
90 ft
Duration
Concentration, up to 1 hour
Damage/Effect
Extra 1d6 necrotic damage

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

Misty Step 2nd Level (Teleportation - Conjuration)

Casting Time
1 bonus action
Range
Self
Duration
Instantaneous
Damage/Effect
Teleport away

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Relationships
Short subtitle.


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relationship

Your character's thoughts here!

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relationship

There's automated height so it can be as short as you want!

Since the boxes are small though, I recommanded abount three paragraphs max? For easy reading!

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relationship

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Duis sollicitudin vestibulum risus. Nunc semper purus orci, id facilisis libero semper et.

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