Dexinis

Tebeth Rilynth's page

38 posts. Alias of MrStr4ng3.


Classes/Levels

| HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Gender

temp HP - | Active conditions: - | Death Save --

About Tebeth Rilynth

Tebeth Rilynth
Fighter/Warlock(The Fiend) 3
CG Entertainer Dark Elf
Initiative: #, Proficiency: +2, Inspiration: No, Superior Darkvision, Passive Wisdom (Perception): 10
XP:[/b] 900
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Resources
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. . Attunement: 0/3 | Passive | Change With Short Rest
. . 1st-level Spell Slots: 1/1 | By Spell | Per Short Rest
. . Arcane Shot [Grasping Arrow. ]: Current Uses/Max Uses | Action Type | Refill Type (Per Short Rest, Per Long Rest, etc.)
. . Arcane Shot [Bursting Arrow.]: Current Uses/Max Uses | Action Type | Refill Type (Per Short Rest, Per Long Rest, etc.)
. . Resource Name: Current Uses/Max Uses | Action Type | Refill Type (Per Short Rest, Per Long Rest, etc.)
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Defense
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AC: 14/16(Shield)
Saving Throws: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5
HP: 28/28, Temp HP: 0 Hit Dice: Current/Max
Death Saves: Successes: 0, Failures: 0
Boons:
Conditions:
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Offense
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Fighting Style:
. . [u]Archery[/u] You gain a +2 bonus to attack rolls you make with ranged weapons
Attacks:
. . [u]Longbow:[/u] +7 / 1d8+2 | Action Type
. . [u]Attack Name:[/u] Atk Bonus and/or Saving Throw / Damage & Type | Action Type
Special:
. . [u]Situational Modifier:[/u] Description of effect and when it applies | Limit: If any (1/round, 1/rage, Resource, whatever)
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Spellcasting
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Prepared Spells Total: 4
Spell Save DC: 13
Spell Attack Bonus: +5
. . [u](per Short Rest):[/u] 2
. . [u]1st-level:[/u] Hex, Hold Person, MIND SPIKE, Misty Step

. . [u]Cantrips (Unlimited):[/u] Eldritch Blast, Mage Hand, dancing lights, prestidigitation
Eldritch Invocations
. . [u]Armor of Shadows[/u]
. . [u]GIFT OF THE EVER-LIVING ONES[/u]

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Abilities
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Strength: 10 (+0), [u]Save Proficiency:[/u] Yes
. . [u]Athletics:[/u] +0, Prof: No
Dexterity: 16 (+3), [u]Save Proficiency:[/u] No
. . [u]Acrobatics:[/u] +5, Prof: Yes
. . [u]Sleight of Hand:[/u] +0, Prof: No
. . [u]Stealth:[/u] +0, Prof: No
Constitution: 14 (+2), [u]Save Proficiency:[/u] Yes
Intelligence: 10 (+0), [u]Save Proficiency:[/u] No
. . [u]Arcana:[/u] +0, Prof: Yes
. . [u]History:[/u] +0, Prof: No
. . [u]Investigation:[/u] +0, Prof: No
. . [u]Nature:[/u] +2, Prof: Yes
. . [u]Religion:[/u] +0, Prof: No
Wisdom: 8 (-1), [u]Save Proficiency:[/u] Yes
. . [u]Animal Handling:[/u] +0, Prof: No
. . [u]Insight:[/u] +0, Prof: No
. . [u]Medicine:[/u] +0, Prof: No
. . [u]Perception:[/u] +1, Prof: Yes
. . [u]Survival:[/u] +0, Prof: No
Charisma: 16 (+3), [u]Save Proficiency:[/u] Yes
. . [u]Deception:[/u] +0, Prof: No
. . [u]Intimidation:[/u] +5, Prof: Yes
. . [u]Performance:[/u] +5, Prof: Yes
. . [u]Persuasion:[/u] +0, Prof: No
Languages: Common and Elvish.
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Equipment
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PP: 0, GP: 15, EP: 0, SP: 0, CP: 0
Equipped Gear:
Other Gear: leather, longbow, and 20 arrows, a martial weapon and a shield, two hand axes, two hand axes, explorer’s pack, simple
w eapon, arcane focus, scholar’s pack, Leather armor, any simple weapon, and two daggers
Attuned Items:
Weapon Proficiencies: Simple weapons, martial weapons
Armor Proficiencies: All armor, shields
Other Proficiencies (Tools, Vehicles, Instruments, etc.):
Weight: Current/Max
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Social
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Personality Traits: I’ll settle for nothing less than perfection.
Ideals: The world is in need of new ideas and bold
action.

Bonds: Servants of Lolth killed everyone I ever loved, She will pay
Flaws: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.

Appearance: [u]Age:[/u] , [u]Height:[/u] , [u]Weight:[/u] , [u]Eyes:[/u] , [u]Skin:[/u] , [u]Hair:[/u]
Allies & Organizations: Ally/Organization Name (Relationship)
Other:
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Special Abilities
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Drow Magic (DC 13, Uses/period): You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day [Racial]
Trance. : Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. [Racial]
Second Wind (1/short or long rest): You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level. [Fighter 1]
Dark One's Blessing: 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)
faerie fire (DC 13, 1/Day):
[b]Action Surge (1/short or long rest):
you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action [Fighter 2]
ARCANE ARCHER LORE You choose to gain proficiency in Arcana, and the prestidigitation cantrip.
Arcane Shot (2/short or long rest): Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th—level fighter. [Fighter 3]

Background
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Tebeth grew up in a temple to Eilistraee, that hid as a band of traveling performers, He was a “dancer” tasked with guarding the others, the travel gave him opportunity to see much of the underdark, and from time to time his father would take him aboveground to see the stars. ‘Eth still has no idea who tipped off the Queen of Spiders agents but when they struck it was swift and sure, Where it not for his mother’s protection he would have died that day with the rest.
What “eth remembers is the swift ruthless, overwhelming attack by the agents of Lolth, His mother casting a spell on him as he fell with the quarrel in his side, and then darkness. He awoke surrounded by his troupe/church killed and left to be eaten by the denizens of the underdark, the cavern was lit by a fiery portal opening and a man with red glowing eyes stepping forth, “Do you wish justice, child of the spider? If so follow me, All may find justice in Phlegethos.” he turned and stepped back through the portal, with the drow following quickly before the portal closed.

Imp
Tiny fiend (devil), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
6 (-2) DEX
17 (+3) CON
13 (+1) INT
11 (+0) WIS
12 (+1) CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
Challenge 1 (200 XP)
Shapechanger.
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Variant: Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.
Actions
. .[u]Sting (Bite in Beast Form).[/u] Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make on a dc on a failed save, or half as much damage on a successful one
. .[u]Invisibility.[/u] The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.