Race |
m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | |
Classes/Levels |
HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | - |
About Simon Eltan
*
Trait If you do me an injury, I will crush you, ruin your name, and salt your fields.
Ideal Aristocracy is the ideal of society and I am a worthy example of it.
Ideal If I can attain more power, no one will tell me what to do.
Bond I sold my soul to the devil and I want it back!
Flaw In fact, the world does revolve around me.
*
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M LE half-elf Warlock V
Perc 10; Darkvision 60'; Init +2; Prof +3
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Str 10 | Deх 14 (+2) | Con 14 (+2) | Int 12 (+1) | Wis 10 | Cha 18 (+4)
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DEFENSE
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HP 47, AC 14
Str 0 Deх +2 Con +2 Int +1 Wis +3* Cha +7*
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OFFENSE
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Speed 30 ft.
Melee Dagger +5 (1d4+2)
Spell Attack Bonus +8, DC 16
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SKILLS
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Wis Any 0 Str Athletics 0 Dex Acrobatics +2, Sleight of Hand +2, Stealth +2
Int Arcana +4*, History +4*, Investigation +1, Nature +1, Religion +4*
Cha Deception +7*, Intimidation +7*, Persuasion +7*, Perfomance +4
Languages Abyssal, Common, Elven, Infernal
Tool Dice set
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SPELLS
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Cantrips: Prestidigitation, Minor Illusion, Eldritch Blast
Spells: Color Spray, Command, Fly, Hellish Rebuke, Hex, Invisibility, Mind Spike, Mirror Image
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SPECIAL
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+ Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
+ Cloak of Flies: As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can't use it again until you finish a short or long rest.
+ Dark One’s Blessing [8]: When you reduce a Hostile creature to 0 Hit Points, you gain temporary Hit Points equal to your Charisma modifier + your Warlock level (minimum of 1).
+ Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
+ Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
+ Pact of the Talisman: Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
+ Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
+ Shadow Touched (+1 CHA): You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
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EQUIPMENT
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+ Ring of Mind Shielding: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. | If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Rod of the Pact Keeper +1 (attack & DC)
Pearl of Power
Soul Coin
Scroll PoE
Component Pouch
Manacles
Dagger (x3)
Scholar's Pack
Studded Leather Armor
Perfume (vial)
Dice set
A set of fine clothes, a signet ring, a scroll of pedigree
Antitoxin (vial) x2
/advantage on saving throws against poison for 1 hour/
Potion of Healing x2
/2d4+2/
105,5 g
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