Demon-Spawn

Aletta Varga's page

69 posts. Alias of Therenger.


Full Name

Aletta Varga

Race

F Tiefling | Eldritch Knight (3) | HP: 30/30 AC: 18 Spd: 30ft | Init: -1 Perc: +3 | Black-Iron Long Sword: +4 (1d8+4 S) | 1st Lvl Spells: 2/2

Classes/Levels

Eldritch Knight - Lvl 3

Size

M

Age

20

Special Abilities

Darkvision, Resistance to Fire

Alignment

CN

Deity

Asmodeus

Location

Keoland

Languages

Common, Infernal, Elvish

Occupation

Bounty Hunter

Strength 15
Dexterity 8
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Aletta Varga

Fighter: Lvl 3
Eldritch Knight
Chaotic Neutral

Description: Cunning and exotically beautiful, Aletta uses her guile and seductive presence to disabuse hateful preconceptions about Tieflings. Aletta enters every social environment dressed to kill in a polished black leather bustier halter corset with matching skirt, slit high on both hips. Impeccably clean, she is known to wear expensive perfumes. Instead of trying to minimize her infernal features, she accentuates her crimson eyes, sharp cheek bones, full lips, and ivory skin with dark makeup, and fashions her hair in waves and rivulets to the small of her back, presenting the pointed tips of her dagger-like horns. Standing straight and tall on high-heeled boots and with her ever present black-iron long sword and oval shield, she commands attention, fear, and raw lust from other mortals. She revels in dominating humans and elves on the battlefield and in the bedchamber, and is always searching for her next conquest.

--Defense--
AC 18 (Chain Mail, Shield)
HP 30
Saves: STR +4,DEX -1,CON +3,INT +2,WIS +0,CHA +3
Resistance to fire

--Offense--
Speed: 30
Initiative: -1
Perception: +4
Proficiency Bonus: +2
Black-Iron Long Sword +4, 1d8+2+2 S
Light Crossbow +1, 1d8 P, Ammunition, Range (80/320), Loading, Two-Handed
Dueling: When wielding a melee weapon in one hand and no other weapons, gain a +2 bonus to damage rolls with that weapon.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Weapon Bond: Black-Iron Long Sword, Light Crossbow

--Spells--

Cantrips:

Mind Sliver
Source: Tasha's Cauldron of Everything
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Saving throw: 12 (INT)
Components: V
Duration: 1 round
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. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Prestidigitation
Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Thaumaturgy Tiefling Racial Ability
Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
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.

1st Level:

Burning Hands
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Saving throw: 12 (DEX)
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Find Familiar (base form: Vampire bat, "Sagittarius")
Source: Player's Handbook
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Hellish Rebuke Tiefling Racial Ability: Cast 1x/day as 2nd lvl spell (3d10 dmg)
Source: Player's Handbook
1st-level evocation
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Saving throw: 13 (DEX)
Duration: Instantaneous
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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Shield
Source: Player's Handbook
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Skills:

-1 Acrobatics (DEX)
+0 Animal Handling (WIS)
+2 Arcana (INT)
+4 *Athletics (STR)
+3 Deception (CHA)
+2 History (INT)
+0 Insight (WIS)
+5 *Intimidation (CHA)
+2 Investigation (INT)
+0 Medicine (WIS)
+2 Nature (INT)
+3 *Perception (WIS)
+3 Performance (CHA)
+3 Persuasion (CHA)
+2 Religion (INT)
-1 Sleight of Hand (DEX)
-1 Stealth (DEX)
+2 *Survival (WIS)

Racial Traits:

Tiefling
Languages: Common, Infernal
Darkvision
Resistance to Fire damage
Infernal Legacy: You know the Thaumaturgy cantrip. At 3rd lvl, cast Hellish Rebuke once per day as a 2nd level spell. Charisma is the spellcasting ability for these spells.

Class Traits:

Lvl 1: Fighting Style (Dueling), Second Wind
Lvl 2: Action Surge
Lvl 3: Martial Archetype
Skills: Perception, Intimidation
Starting Equipment: Chain Mail, one martial weapon and shield, light crossbow and 20 bolts, a dungeoneer's pack
Fighting Style: Dueling, +2 to melee damage when using a weapon in one hand

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Martial Archetype: Eldritch Knight
Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
-You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
-The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
-You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
-The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
-The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
-Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
-Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
-Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Background:

Outlander
Skills: Athletics, Survival
Language: Elvish
Instrument: Flute
Origin: Bounty Hunter
Personality: I'm driven by wanderlust that led me away from home.
Ideal: I must earn glory in battle, for myself and my clan.
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: There's no room for caution in a life lived to the fullest.
Birthplace: Keoland (Dreadwood)
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Equipment:

19 gp
Components for Find Familiar spell: 10gp worth of Herbs, Incense, and Charcoal (one casting worth)
2 Potions of Healing
Chain Mail
Shield
Long Sword
Light Crossbow + 20 Bolts
Dungeoneer's Pack: Backpack, crowbar, hammer, piton(10), torch(10), tinderbox, rations(10), waterskin, hempen rope
Bag of Caltrops
Large sack (containing Find Familiar material components)
Healer's Kit
Fine Clothes
Perfume, vial
Steel Mirror
Outlander Equipment: Staff, Hunting Trap, Wild Boar Tusk, Traveler's Clothes, Belt Pouch