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About 626Appearance: The person before you seems almost out of place. He is handsome and lithe without a single scar to his name. Just a few tattoos that seem more like alignment markings for machinery than anything else. His eyes are white, suggesting that he is blind. details:
cha: 5d6 ⇒ (4, 4, 6, 6, 2) = 22
str: 3d6 ⇒ (3, 6, 3) = 12 int: 3d6 ⇒ (2, 3, 4) = 9 +1 = 10 dex: 3d6 ⇒ (6, 3, 4) = 13 +1 = 14 +4th feat and 8th feat =16 wis: 3d6 ⇒ (2, 6, 4) = 12 con: 3d6 ⇒ (6, 3, 3) = 12 Class: Warlock 11
variant human: Boosting dex and int
HP 63
Cantrips (4):Eldritch Blast, Minor Illusion, Mage Hand, Prestidigitation, Spells, DC 18 (10):
Slots: 3, 5th lvl Invocations (5): Agonizing Blast, Devil's Sight, Thirsting Blade, Sculpt Flesh, Misty Visions Features: Patron: Great Old One, Pact of the Blade The Great Old One
Expanded Spell List
Awakened Mind
Pact of the Blade
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. Inherent Power Items:
Staff of Power (pact weapon), Ring of Regeneration, Sunblade
Staff of Power
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Sun Blade Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with short swords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. background:
Kids are famous for being scared of the dark. From a young age we fear what we cannot see and cannot know. Most people say they 'get over it' or 'grow out of it', but this would be a lie. We never grow out of it. And for good reason.
There are things that go bump in the night. Dr. Thissleton Dire is an adventurer famous for amazing powers of regeneration and the ability to confer that regeneration to others temporarily. He uses this skill to conduct experiments on living things and prevent their death from said experimentation. Some of his most famous exploits include switching the brains of a male and female victim to get reports on how their minds processed signals from a body of the opposite gender. The two promptly went mad. He also grafted animal appendages onto human torsos and used his power to force the procedure's success. These patients also promptly went mad. The human psyche was not meant for such things.
626 was born somewhere. He had a life. He must have because he knows what people feel. He knows joy and happiness and contentment and solace and all those things. He doesn't feel them, though. Not anymore. Not since the Pain.
The next thing he remembers is training. Discovering he had powers now. He couldn't die. He could manipulate the world. He could hear people's thoughts. But he couldn't escape. He was held by his master. Wielded. He killed and was rewarded, but he hated it. He had seen beyond the veil. There was more out there. Freedom and chaos and glory. He wanted all of it. But he couldn't have it. He was a tool. Until he went to prison. Caught by a devious adventurer. He couldn't be more happy. He was bound hand and foot and head, but it didn't matter. He was free. |