$20

Cozykinz

Info


Created
3 years, 10 months ago
Creator
Cloifaunt
Favorites
9

Profile


To be Expanded on later when I find a campaign for him to be in
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Prince Nilofer

Warlock
Class
Courtier
Background
4
Level
[Grung]
Race
[Chaotic Good]
Alignment
[Milestone]
Exp. Points

PROFICIENCY BONUS

2

PASSIVE WISDOM (PERCEPTION)

13

STRENGTH


-1
9

athletics -1

DEXTERITY


+3
16

acrobatics +3
sleight of hand +3
stealth +3

CONSTITUTION


+3
16

INTELLIGENCE


+2
15

arcana +4
history +2
investigation +2
nature +2
religion +2

WISDOM


+1
12

animal handling +1
insight +3
medicine +1
perception +3
survival +1

CHARISMA


+4
18

deception +4
intimidation +6
performance +4
persuasion +8

OTHER PROFICIENCIES


Languages
  • Grung
  • Common
  • Elvan
Weapons
  • Rapier
  • Item
  • Item
Armor
  • Leather Armor
  • Item
  • Item
Other
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HP


41

TEMP HP


0

HIT DICE


1d8

ARMOR CLASS


17

SPEED


25ft

INITIATIVE


+3

ATTACKS & SPELLCASTING


Rapier +5 1d8+3 Piercing
Eldritch Blast +6 1d10 Force
Chill Touch +6 1d8 Necrotic
Booming Blade +5 1d8 Thunder
Witch Bolt - 1d12 Lightning
Tentacle +6 1d8 Cold

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.
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.
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.

INVENTORY


Weapons
  • 3 Daggers
  • Rapier (Through Summoning)
  • Light Crossbow with 20 bolts
Armor & Clothing
  • Leather Armor
  • Fine Clothes
  • Cloak of Protection
Food & Aid
Misc
  • Scholar's Pack
  • Component Pouch
Treasures
N/A

Nothing Yet

N/A

Nothing Yet

CURRENCY


0
CP
0
SP
0
EP
5
GP
0
PP

PERSONALITY TRAITS


Noble and kind, but doesn't shy away from taking the road less travelled. He feels the constant longing to be home again, but knows he will reach his destination eventually so doesn't often feel rushed. He feels easily hurt when the people of his kingdom doesn't recognize him beyond his cursed form; however he would do anything for his people regardless.

IDEALS


It is his duty to protect and care for the people beneath him, the common people. What is beautiful points us beyond itself toward what is true. As long as he knows the truth, he can keep faith that no matter the obstacle, he will break this curse and take his place as prince and rightful heir to the throne.

BONDS


Everything I do is for the common good and to help drive me back home to my kingdom one day, uncursed.

FLAWS


Indefinite Madness: Believes himself to be the sole heir to the throne

FEATURES & TRAITS


Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. 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 Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Amphibious
You can breathe air and water.
Poison Immunity
You are immune to poison damage and the poisoned condition.
Poisonous Skin
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
Standing Leap
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Water Dependency
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Gift of the Sea
You gain a swimming speed of 40ft and you can breath underwater.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits: -Increase one ability score of your choice by 1, to a maximum of 20. -You gain proficiency in one skill of your choice. -Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Tentacle of the Deeps
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times qual to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.
[15]
Age
[Male]
Gender
[ 2 ½]
Height
[23lbs]
Weight
[Small]
Build
[N/A]
Homeland
[Noble - Prince]
Profession
[N/A]
Disposition

Allies & Organizations


King and Queen
Parents
Kingdom
His people
Companions he travels with
(Will list names later) A group of individuals who he feels are kind and will help him in his goal to break the curse and return to his kingdom.

Trivia


Crazy
He is no prince.
Help
Something's wrong.

Links


N/A
None Yet. To be put in later.

Spells

  • Known|Save DC|Level|Per Day|Bonus
  • 0 0 0th 0 0
  • 0 0 1st 0 0
  • 0 0 2nd 0 0
  • 0 0 3rd 0 0
  • 0 0 4th 0 0
  • 0 0 5th 0 0
  • 0 0 6th 0 0
  • 0 0 7th 0 0
  • 0 0 8th 0 0
  • 0 0 9th 0 0
Domain/School [info]

0th

  • Spell
  • Spell
  • Spell

1st

0 used

  • Spell
  • Spell
  • Spell

2nd

0 used

  • Spell
  • Spell
  • Spell

3rd

0 used

  • Spell
  • Spell
  • Spell

4th

0 used

  • Spell
  • Spell
  • Spell

5th

0 used

  • Spell
  • Spell
  • Spell

6th

0 used

  • Spell
  • Spell
  • Spell

7th

0 used

  • Spell
  • Spell
  • Spell

8th

0 used

  • Spell
  • Spell
  • Spell

9th

0 used

  • Spell
  • Spell
  • Spell

Notes


It is unsure if human turned grung, or just a grung thinking he is human turned grung. Or if he isn't actually grung or human.

Appearance


A small 2 ½ grung. His weight is 23 lbs and has limegreen skin with different hues of green in splotches. He has a rose gold hair complimented with his pinkish orange eyes.

Background


A long forgotten memory, of a woman he only could've known to be his mother, had told him a fairytale of the prince who was turned into a frog. A lonely frog that roamed looking for his one true love when everyone else turned him away. Upon a kiss, he would return to his human form and become rightful ruler to his kingdom and live happily ever after with his love by his side. "Who would do that to the frog?," Nilofer asked his mother. "What bad man would turn the prince into a frog? For what reason?" Nilofer was a prince himself. His mother, the queen, must've told him that story to scare him.. Or.. to perhaps warn him. ... Why oh why did he wake up so far away from home? 'Where could his beloved parents and kingdom be?' He thought when he woke. Why did no one remember him? Why turn him away and deny his lineage? For now he understood, he was the prince who was turned into the frog.

Experience Points

0/0