Demon-Spawn

Ðusk's page

106 posts. Alias of Virtual Tao.


Race

Female Tiefling Warlock 6 | AC: 18/20; Init: +2; Darkvision; Passive Perception 14, Insight 11, Investigation 14 *inspiration*

About Ðusk

Shadowdemon:

SPECTER
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (Sd8) + 3 temp hp
Speed 0 ft., fly 50 ft. (hover)
STR l (-5)
DEX 14 (+2)
CON 11 (+O)
INT 10 (+0)
WIS 10 (+O)
CHA 11 (+0)
Damage Resistances acid, cold, fire, lightning, thunder,bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrifed, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't speak
Challenge l (200 XP)
Incorporeal Movement: The specter can move through other creatures and objects as ifthey were difcult terrain. It takes 5 (ldlO) force damage if it ends its turn inside an object.
Sunlight Sensitivity: While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Life Drain: Melee Spell Attack: +8 to hit (+4 + Dusk's CHA mod), reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the creature fnishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Race: Tiefling (Glasya)
Class: Warlock 5
Background: Urban Bounty Hunter
Alignment: Neutral
Gender: Female

Init +2; Senses: Darkvision; Passive Perception 14, Insight 11, Investigation 14

Appearance:

Height: 5'2"
Weight: 140 lbs
TBC

DEFENSE
AC: 18/20 (15 armor +2 DEX +1 MAGIC)/+2 SHIELD
HP: 45 (8 + (5*5) class +12 CON)
Hit Dice: 1d8
Saving Throws:
Str: +0, Dex: +3, Con: +3
Int: +2, *Wis: +5, *Cha: +8
(includes +1 MAGIC from Pauldron)

OFFENSE
Speed 30 ft.
Melee Pact Greatsword +8 (2d6+4+1 slashing)
Ranged Eldritch Blast +7 (1d10 force x2)

STATISTICS
Str 8, Dex 14, Con 14
Int 12, Wis 12, Cha 18
(Starting array: 8,13,14,12,12,14; Race +2 CHA, +1 DEX; ASI +2 CHA)

*Proficiency Bonus: +3

Skills
*deception +7, *intimidation +7, *investigation +4, *perception +4, *persuasion +7, *stealth +5

PROFICIENCIES AND LANGUAGES
Armor: (Warlock) Light armor; (Hexblade) medium armor, shields
Weapons: (Warlock) Simple weapons; (Hexblade) Martial weapons
Tools: (Urban Bounty Hunter) Thieves' tools
Languages: Common and Infernal
Saving Throws: Wisdom, Charisma
Skills: (Warlock) Investigation, Intimidation (Urban Bounty Hunter) Perception, Stealth (Beguiling Influence) Deception, Persuasion

SPELLCASTING:
Spell save DC 15 (8 + 3 proficiency + 4 CHA bonus)
1/long rest: Disguise Self
1/long rest: Invisibility
Cantrips:
* Minor Image
* Eldritch Blast
* Mage Hand
* Prestidigitation
Pact Magic
Spell slots: 2
Slot level: 3rd
1st Armor of Agathys, Hex, Cause Fear
2nd Hold Person, Misty Step
3rd Hunger of Hadar, Hypnotic Pattern

ABILITIES
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance You have resistance to fire damage.

Legacy of Malbolge You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levei, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
(lvl 4: +2 CHA)

PACT BOON - PACT OF THE BLADE
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you perform the l hour ritual on a different weapon, or if you use a l hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

INVOCATIONS

IMPROVED PACT WEAPON
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +l bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow

BEGUILING INFLUENCE
You gain proficiency in the Deception and Persuasion skills

THIRSTING BLADE
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice instead of once, whenever you take the Attack action on your turn

PATRON: HEXBLADE

EXPANDED SPELL LIST
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
HEXBLADE EXPANDED SPELLS
Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

HEXBLADE'S CURSE
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target
dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.

HEXWARRIOR
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When
you s lay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to halfyour warlock level.
Roll initiative for the specter, which has its own turns.

It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier
(minimum of +O). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Equipment
Thieves' Tools
A set of traveler's clothes
A pouch containing 20 gp

Magic items

MITHRIL ARMOR - half plate
You can doff this armor as an action

Duellist's gauntlet
(reskinned collapsable shield)
A leatherbound, fingerless gauntlet with strips of metal entwined throughout. A red gemstone is embedded on the back of the fist area. When the wearer clenches their fist, the gauntlet powers up and emits an aura that detects nearby strikes aimed at the wearer and assists moving the gauntlet to a blocking position.
{bonus action to draw shield)

Insignia Pauldron
Wondrous item, uncommon (requires attunement)

This steel-grey piece of armor always appears impeccably kept, metal polished and free of dust and dirt. When attuned it forms an insignia unique to each person it attunes to, a symbol or combination of icons that reflects the wearer in some way.

The wearer of the pauldron gains a +1 bonus to AC and saving throws.

(reskinned cloak of protection)

Background fluff:

Born in the Venemous Demesne, Dusk was raised to be a competent fighter, schemer, manipulator and pawn. A lesser heir of her house she realised early on that there was a limit to what she could achieve, a cap to any power she could amass. Seeing the gameboard was so limited for her, she decided to play elsewhere.

As soon as she was able, she left the Venemous Demesne and headed to Sharn. Using the skills she had been taught to manipulate and persuade, as well as her combat prowess, she found success as a capable bounty hunter. Initially she hunted those criminals that kept to the shadows and the city's more nefarious locales, but she now wants to expand and hunt those who move in higher circles.

She has always worked with Sur'Kil and he is one of few people she trusts.

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FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Personality: I am always calm, no matter what the situation. I never raised my voice or let my emotions control me.
Personality: I always have a plan for what to do when things go wrong.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Bond: She wants to become the greatest bounty hunter there has ever been, her desire for her name to become legendary is at odds with her need to remain somewhat concealed from those who might desire to bring her back to the Venemous Demesne as a game piece once more.
Flaw: I'm trying to pay off an old debt I owe to a generous benefactor. Sur'kil set me up as a bounty hunter and helped me out when I first started, so I still take on private jobs for him when asked.