Shorafa Pamodae

Layali Amani's page

278 posts. Alias of Zizazat.


Full Name

Layali Amani

Race

Female Tiefling Sorceress 3 AC 15 HP 7/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

About Layali Amani

Female Tiefling Sorceress 3 AC 15 HP 20/20 Init +2 Pass Perception 11 Saves: Str -1 Dex +2 Con +4 Int +2 Wis +0 Ch +6 Sorcery Points 2/3

Layali Amni
Race: Tiefling, Class: Sorceress 3

Combat Stats
HP: 20/20 Init: +2, Perception: +0
Speed: 30 ft (6 sqs), Passive Perception: 10

Inspiration: No
Proficiency Bonus: +2

Abilities
Str: 9
Dex: 14
Con: 15
Int: 14
Wis: 11
Cha: 18

Offense
Dagger +4, 1d4+2 piercing, finesse, light, thrown (range 20/60)
Light Crossbow +4, 1d8+2 piercing, ammunition (range 80/320), loading, two-handed

AC: 12
Armor: 10
Dex: +2
Mage Armor AC: 15

Saves
* = Proficiency
Str: -1
Dex: +2
*Con: +4
Int: +2
Wis: +0
*Cha: +6

Skills:

* = Proficiency
Acrobatics (Dex) +2
Animal Handling (Wis) +0
*Arcana (Int) +4
Athletics (Str) -1
*Deception (Cha) +6
*History (Int) +4
Insight (Wis) +0
Intimidation (Cha) +4
Investigation (Int) +2
Medicine (Wis) +0
Nature (Int) +2
Perception (Wis) +0
Performance (Cha) +4
*Persuasion (Cha) +6
Religion (Int) +2
Sleight of Hand (Dex) +2
Stealth (Dex) +2 (⅔ way to skill Proficiency)
Survival (Wis) +0

Languages: Common, Infernal, Elven

Gear

light crossbow, 20 bolts, arcane focus, explorer's pack, dagger (2), fine clothes, signet ring, a scroll of pedigree, gaming set (dice), purse (6 gp, 98 cp), trinket - pair of old socks, steel mirror, scroll case, paper (4), drawing of dead man, ink bottle, ink pen, Hilvan Language Lexicon, riding horse, chromatic scepter, hooded cloak
Explorer’s pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50’ hemp rope

Chromatic Scepter:

This scepter enables a spellcaster to channel their power into an elemental blast, acting as the chromatic orb spell. The scepter serves as the material component, and pointing it in the direction of the target serves as the somatic component. The scepter supplies no power of its own; the wielder must expend their own spell slots, just as if they were casting the spell themselves. However, the wielder need not have chromatic orb as a spell prepared or known, or even on their class spell list. If you have spell slots, you can use them to cast chromatic orb from this scepter.

Background: Noble:

Personality Traits
If you do me an injury, I will crush you, ruin your name, and salt your fields.

Ideals
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine.

Bonds
I will face any challenge to win the approval of my family.

Flaws
I hide a truly scandalous secret that could ruin my family forever.

Proficiency
Armor: None
Weapon: Dagger, darts, sling, quarterstaff, light crossbow
Tools: Gaming set (dice)

Class Features and Racial Traits
Darkvision (60')
Hellish Resistance - resistance fire
Infernal legacy - thaumatury cantrip
Sorcerous Origin - Wild Magic
Wild Magic Surge
Tides of Chaos - gain advantage on one attack, ability or saving roll. 1/ long rest
Position of Privilege (pg. 135)
Font of Magic - 3 Sorcery Points per long rest
Metamagic - Empowered Spell
Metamagic - Extended Spell

Spells
Casting Stat: Cha
Spell DC: 13
Spell Attack: +5
Spells Known: 4
Spell Slots: 5 Cantrips, 4 1st Level, 2 2nd Level

Cantrips
Thaumatury

Acid Splash:

Conjuration cantrip

Casting Time: 1 action
Range: 60 feel
Components: V, S
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th leveI (3d6), and 17th leveI (4d6).


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 (3d 10), and 17th level (4d10).

Poison Spray:

Conjuration cantrip

Casting Time: 1 action
Range: 10 feet
Components: V,S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

True Strike

1st Level

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 thing, 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 who 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 of 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.

Mage Armor:

1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V,S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Witch Bolt:

1st-level evocation

Casting Time: 1 action
Range: 30 feet
Components: V,S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained are of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your tums for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

2nd Level

Scorching Ray:

2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

History:

Layali’s family is very important in town. Her birth, however, is seen as a reminder of a dark, dark mark on her family’s bloodline. She is accustomed to people following her whims and desires. She is very eager to show her family, and society that she more than the devilspawn they fear her to be. She does have a bit of a temper though...