Beltias Kreun

Halsere Chael-Oren's page

317 posts. Alias of Helaman.

Full Name

Halsere Chael-Oren


AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance


Human Wizard (enchanter) 6/Rogue 1 (Spy)

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Halsere Chael-Oren

Class Abilities:
Spell Ability: +7 to hit or DC14 save.
+2 Int at Level 4 Wizard

+3 Proficiency Bonus

Spells Available
0 - 4
1st - 4 (used 2)
2nd - 3 (used 1)
3rd - 2 (used 2)

Spells Prepared: 9
Burning Hands, Charm Person, Sleep, Magic Missile, Blindness/Deafness, Hold Person, Invisibility, Web
3rd level TBA - 2 spell slots open for magic

Ritual Casting: Can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Arcane Recovery: You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make Perception and Thieves Tools.

Sneak Attack: +1d6 damage. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Profession: Spy [edited with custom background]
Skills: Arcana +6, Investigation +6, Deception +5, Persuasion +5 , Perception +7 (expertise)
Tools: Forgery Kit - Attribute +2, Disguise kit - Attribute +2, Thieves Tools - Attribute +6 (expertise)
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armour: Light

Cantrips: Firebolt, Minor Illusion, Prestidigitation
Level 1: Charm Person, Comprehend Languages (Ritual), Detect Magic (Ritual), Disguise Self, Sleep, Magic Missile, Unseen Servant Ritual), Identify (Ritual)
Level 2: Hold Person, Invisibility, Blindness/Deafness, Web
Level 3: Fireball, Dispel Magic
*added Burning Hands, Chromatic Orb and Mage Armour

Studded Leather Armour +1
Two Daggers
Six Darts
Green Cloak
Component pouch
A scholar’s pack [Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife]
A spellbook
A Forgery Kit
A Disguise kit
Thieves tools
A set of dark common clothes including a hood
A belt pouch containing 10 gp + 17.7gp + 111p + 869gp = 1006gp
- Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Extra Spellbook, Component pouch and scroll of magic missile.



Background Traits
I am cool and calm no matter what the situation.

I take delight in knowing more than others and am constantly gathering information.

I’ve been found guilty of a terrible crime, though I was innocent. I hope I can redeem myself for it, be pardoned or found innocent.

My nation is the most important thing in my life and I am loyal to it even if I am cast out of it

I am too clever for my own good and my plans normally convoluted and over complicated

Found to have quick wits from a young age and a disposition for the magical arts, Halsere was one of a rare lucky few that were apprenticed to wizards who worked for the Duke Stefan Karameikos as part of an idea to develop magical talent the same way that the Principalities of Glantri did. He will always be grateful for this opportunity.

In line with his desire to serve and repay this debt, Halsere looked for opportunities beyond magical service and was accepted as a member of the Grand Duchy of Karameikos intelligence service - something that he took vast delight and satisfaction with. Unfortunately his service only lasted two years. Documents that were signed out as being in his possession went missing and blame fell squarely on the young wizard... who had in fact not touched the documents at all. His protestations of innocence and claims of forgery fell on deaf ears and he was unceremoniously kicked out of government service.

He now needs some way of earning his way in the world and talk of a vampire has pricked his curiosity - the creature has undoubtedly amasses a great many secrets over the years of its existence and removal of such a foe would also stand him in good stead if he was to seek to prove his loyalty to the Duke anew.

Spell Descriptions:

Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image o f an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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.
Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a W isdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet o f you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch o f common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone w ho touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand o f someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which
spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts o f magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points o f creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Unseen Servant
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each o f your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.