AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)
Gender
Male Half-elf Warlock 4 (Outlander)
About Gael Lloris
Gael Lloris
Male Half-elf Warlock 4 (Outlander)
Chaotic Good
Height: 5'10", Weight: 150 LBS
Init +2; Passive Perception 12
XP: n/a
Inspiration: 0
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DEFENSE
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Armor: Studded Leather
AC: 14 (No Armor - 12)
HP: 31/31
HD: 4
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OFFENSE
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Speed: 30 ft.
Melee
Dagger +4, 1d4+2
Ranged
Eldritch blast +5, 1d10+3, force
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STATISTICS
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Str 10, Dex 15, Con 14, Int 10, Wis 10, Cha 17
Proficiency Bonus: +2
Saving Throws: Advantage vs. Charm, Wisdom, Charisma
Skills: Acrobatics +2, Animal handling 0, Arcana +2, Athletics +2, Deception +3, History 0, Insight 0, Intimidation +3, Investigation +2, Medicine 0, Nature 0, Perception +2, Performance +3, Persuasion +3, Religion 0, Sleight of hand +2, Stealth +4, Survival +2
Tools: flute
Languages: Common, Elvish, Drow, Dwarven
Gear: dagger, studded leather, crystal arcane focus, survival pack, 180 gp
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CLASS FEATURES/RACIAL TRAITS
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Darkvision: 60' dim light as bright light and darkness as dim light.
Fey Ancestry: Advantage on saves versus charm, and magic cannot put you to sleep.
Skill Versatility: Perception, Stealth
Awakened mind: telepathy to any creature that speaks a language within 30’
Agonizing blast (add CHA bonus to damage of eldritch blast)
Fiendish Vigor (cast false life (1d4+4 temp hp) at will)
Pact Boon - Pact of the Tome (learn and use three cantrips as if from warlock list)
Toll the Dead (action, 60' will save or take 1d8 necrotic damage (1d12 if enemy is missing any hit points)
Guidance (roll 1d4 to ability check)
Fire Bolt (120', ranged spell attack, 1d10 fire damage, unattended flammable objects ignite)
Shocking Grasp (melee spell attack, advantage to hit if target is wearing metal armor, 1d8 lightning damage and can't take reactions until start of next turn)
Magic stone, up to 3 pebbles, 60' range, bludgeoning damage 1d6+3
Spells: (2 2nd level slots, recovered after short rest), Spell save DC = 13, Spell attack = +5
1st level
Hellish Rebuke: (reaction, 60’, 2d10, dex save for ½)
Protection from Evil and Good: (action, touch, concentration up to 10 minutes, creatures (aberrations, celestials, elementals, fey, fiends, and undead) have disadvantage on attack rolls, can’t be charmed, frightened, or possessed by them)
Dissonant Whispers: (60', will save or take 3d6 psychic damage and use reaction to move away, if save then 1/2 damage)
2nd level
Shatter: 60', 10' radius, 3d8 thunder damage, con save for 1/2, inorganic beings have disadvantage
Mirror image (1 minute, 3 'doubles', roll d20 to see if it hits duplicate, If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher)
Feature: deep delver
You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You're also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.
Personality Trait: I'm driven by a wanderlust that led me away from home.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond: You were once lost in the Underdark, and a group of kuo·toa helped you find your way out. You learned that there are kindly folk even among that otherwise mad race, and remain indebted to them for their aid.
Flaw: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
stats:
HP 31/31
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots; 3/3 luck points
Backstory:
Gael worked as guide for local hunters who wanted to get a taste of the deep caves near his home.
His father is rumored to be some important elf but his mother never told him who he really was.
He wandered further and further away until he came back from one trip only to find that his mother and aunt had been taken presumably by a drow raiding party.
After some fruitless searching, he managed to lose himself in the Underdark. That was when he started hearing whispers that did not make sense to him but led them deeper and deeper underground. With the whispers came power and he soon made a pact with this otherworldly entity. He wished for enough power to either free his mother or avenge her.
The half-elf still heeds the calling of these whispers making him look and sound crazy to those around him, something that Gael does not care to disprove.
The half-elf has a wiry body and his skin has been kissed by many suns making him look older than he really is. He normally carries a short bow and skinning knife and is dressed for outdoor travel.