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About Aletta VargaFighter: Lvl 3
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--
--Offense--
--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
Thaumaturgy Tiefling Racial Ability
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")
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)
Shield
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
Martial Archetype: Eldritch Knight
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.
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 |