D&D 5E Calling of Vecna Rogue's Gallery


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Name: Jareth
Race: Half-Drow Elf
Class: Mystic (Order of the Awakened) 4
Background: Urchin
Alignment: Neutral Evil
Experience: 2700

ABILITIES
Strength: 21 (+5)
Dexterity: 20 (+5)
Constitution: 17 (+3)
Intelligence: 20 (+5)
Wisdom: 15 (+2)
Charisma: 19 (+4)

AC: 17 (18 w/ Iron Durability)
Initiative: +5
Speed: 30 ft
HP: 35
Hit Dice: 4 d8
Proficiency Bonus: +2

OFFENSE:
Spear +8 1d6+6 piercing 20/60 3 lb. thrown, versatile (1d8)
Dagger +7 1d4+5 piercing 20/60 1 lb. finesse, light, thrown



SAVES:
Intelligence, Wisdom

SKILLS:
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*=Proficiencies
**=Expertise

Acrobatics: +5
Animal Handling: +2
*Arcana: +7
Athletics: +5
**Deception: +8
History: +5
*Insight: +4
Intimidation: +4
*Investigation: +7
Medicine: +2
Nature: +5
*Perception: +5
Performance: +4
*Persuasion: +6
Religion: +5
*Sleight of Hand: +7
*Stealth: +7
Survival: +2
[/sblock]

Passive Perception: 12

PROFICIENCIES AND LANGUAGES
Languages: Common, Elvish, Dwarvish
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Disguise Kit, Thieves’ Tools, Forgery Kit

FEATURES AND TRAITS:

Feats:
Skilled (Insight, Perception, and Forgery Kit)
Lucky (3 Luck Points)

Race:
Darkvision: 60ft
Fey Ancestry: Advantage on saving throws against charmed, magic cannot put you to sleep
Drow Magic:
I know the Dancing Lights cantrip.
Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest.
Once I reach 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells. Save DC 14

Background:
Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When not in combat you (and companions you lead) can travel between any two locations in the city twice as fast as your normal speed would allow.

Class:
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Psionics
Psi Points: 17 (Limit: 3)

Mystical Recovery:
Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.
Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.




Strength of Mind:
Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Mystic Order (Order of the Awakened)
Mind Mastery:
At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.

Awakened Expertise:
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in.
Your proficiency bonus is doubled for any ability check you make that uses that skill.

Psionic Investigation:
At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
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EQUIPMENT
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Small Knife
Map of the city I grew up in
Pet spider
Set of common clothes
A belt pouch
Spear +1
Mace
Explorer’s Pack
Studded Leather
Dagger x 5
Thieves’ tools
Disguise Kit
Forgery Kit
Acid (vial) x4
Alchemist’s fire (flask) x2
Poison, basic (vial) x3
Clothes, fine
Clothes, Traveler’s
Potion of Healing x4
Potion of Greater Healing x3
Caltrops (bag of 20)
Belt of the Giant Strength (Hill Giant)
Chest w/ Lock
23 pp 16 gp
[/sblock]

DESCRIPTION
Age: 35
Height: 5’ 9
Weight: 153 lbs
Eyes: Purple
Skin: Black
Hair: Silver
Description: Jareth is tall and lithe. His parentage is apparent by his dark skin, silver hair and deep purple eyes. This is why he wears a deep hooded cloak to hide his features. The most notable feature is a nasty scar which encircles the front of his neck. His voice is raspy and raw and it seems to hurt when he speaks much above a whisper.



Talents: (Save DC: 15)
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Mind Meld:
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.

Thought Spear:
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Blade Meld:
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

Mind Thrust:
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
[/sblock]

Disciplines: (Save DC: 15)
[sblock]
Conquering Mind
Lesser discipline (awakened)
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus:
While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.

Exacting Query (2):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw(it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Occluded Mind (2):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Broken Will (5):
As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.

Psychic Grip (7, C):
As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed.

Third Eye
Lesser discipline (awakened)
This discipline can open a third eye within your mind, opening your doors of perception.

Psychic Focus:
While focused on this discipline, you have blindsight with a radius of 30 feet.

Tremorsense (1, C):
As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.

Unwavering Eye (1, C):
As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.

Truesight (5, C):
As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.

Iron Durability:
Lesser discipline (immortal)
This discipline grants you unmatched toughness and resilience on the battlefield.

Psychic Focus:
While focused on this discipline, you gain a +1 bonus to AC.

Psionic Recovery (2):
As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.

Iron Hide (1–3):
As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects.
[/sblock]

Personality Traits: I think anyone who’s nice to me is hiding evil intent.

Ideals: Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)

Bonds: I escaped my life of poverty by robbing an important person, and I’m wanted for it.

Flaws: I will never fully trust anyone other than myself.

BACKGROUND
Abandoned by his mother and left for dead Jareth only survived because an old woman took pity on the infant despite his heritage. The woman kept him sheltered to protect him. That didn’t protect her. The city watch came for her. She was charged with treason and they were both hung from the city walls. He was only 7. He cursed those who killed his only constant and swore vengeance on his dying breath. As the world turned black he felt falling and something speaking to him. The Whispered One spared his life in return for service. He grew up in the gutters of the city hidden in the shadows. He looked inward meditating as the Dying King commanded. The secrets he found there gave him the power to take his vengeance. Take vengeance he did. One by one those that took him and tried him were found eyes staring blankly screaming in fear clawing at their own faces. But it wasn’t enough they would all pay for what they had done. And his master would show him how it would be done.
 
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Steve Gorak

Adventurer
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Name: Ataxa, the fallen Angel, lady of lies and deceit
Class: Warlock of the undying - 4th level (pact of the chain)
Race: Tiefling
Background: Acolyte noble hybrid
Size: Medium (5'6", 125 lbs)
Gender: Female
Alignment: Lawful Evil

STR: 11 (+0) [11]
DEX: 20 (+5) [18 + 2 ASI]
CON: 18 (+4) [18]
INT: 16 (+3) [15+ 1 racial]
WIS: 17 (+3) [17] Save:+5
CHA: 20 (+5) [17 +1 actor +2 racial] Save:+7

HP: 39 (8+3d8+16)
AC: 17 (2 studded leather + 5 dex)
Speed: 40 (ground and flight)
Init: +5
Passive Perception: 13

Code:
Skills:                  Abilities:
Acrobatics         +5    Darkvision
Animal Handling    +3    Hellish resistance: Resistance to fire damage
Arcana             +3    
Athletics          +0    Wings: flight speed of 30 (assumed wing span of 10 feet)
*Deception         +7    
History            +3    Advantage on saves against magic from Imp or quasit familiar when familiar is within 10 ft   
*Insight           +5    
*Intimidation      +7    advantage on saving throws against any disease
Investigation      +3    
Medicine           +3    Undead have difficulty harming you, see agmong the dead class feature 
Nature             +3           
*Perception        +7    Creatures have disadvantage on attack rolls against you (Cloak of displacement)
Performance        +5    
*Persuasion        +7    
Religion           +3
*Sleight of Hand   +7
*Stealth           +7
Survival           +3

Tools
*Thieve's tools    +7


[b]MELLEE[/b]
Weapon                                  Attack  Damage    Type  Range     Note
light crossbow                          +7      1d8+5      P     80/320   2 handed  
Dagger (1 handed)                       +7      1d4+5      P     20/60
Dagger (off hand)                       +7      1d4        P     20/60


Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: none
Saves: Wisdom & Charisma
Skills from class: Deception (advantage when passing as a different person - feat), intimidation
Skills from background: Persuasion, insight
Skills from race: none
Skills and tools from training (250 gp each): stealth, sleigh of hand, perception, thieve's tools


Languages: common, infernal, elvish (from background), dwarvish (from background), Undercommon (training), Sylvan (training), Draconic (training)

CLASS FEATURES

Among the dead
Starting at 1st level, you learn the spare the dying cantrip,
which counts as a warlock cantrip for you.

You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful
spell, that creature must make a Wisdom saving throw
against your spell save DC (an undead needn't make the
save when it includes you in an area effect, such as the
explosion of fireball). On a failed save, the creature must
choose a new target or forfeit targeting someone instead
of you, potentially wasting the attack or spell. On a
successful save, the creature is immune to this effect for 24
hours. An undead is also immune to this effect for 24
hours if you target it with an attack or a harmful spell.

Pact of the chain
You learn the find familiar spell and can cast it as a
ritual. The spell doesn’t count against your number of
spells known.
When you cast the spell, you can choose one of the
normal forms for your familiar or one of the following
special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to
make one attack o f its own.
Errata: When you let your familiar attack, it does so with its reaction

Eldrich evocations:
Mask of many faces: disguise self at will
Misty Visions: silent image at will

Spell 2 level 2 slots/short rest
Spell save DC: 15 (8 + proficiency bonus + cha mod)
Spell attack: +7 (proficiency bonus + cha mod)

3 cantrips + 1 bonus:
Friends
Eldritch Blast
minor illusion
Spare the dying (bonus)

5 spells known (max 3 lvl 2)
lvl 1:
hex
armor of agathis
Bonus from pact: Find Familiar

level 2
mirror image
invisibility
silence

FEATS
Actor: +1 cha
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when
trying to pass yourself off as a different person.
- You can mimic the speech of another person or the
sounds made by other creatures. You must have
heard the person speaking, or heard the creature
make the sound, for at least 1 minute. A su ccessful
W isdo m (Insight) che ck contested by your Charisma
(D eception) check allow s a listener to determine that
the effect is faked

Mobile: You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature
for the rest of the turn, whether you hit or not.


Background feature Retainers
You have the service of three retainers loyal to your family.
These retainers can be attendants or messengers, and one
might be a majordomo. Your retainers are commoners who
can perform mundane tasks for you, but they do not fight
for you, will not follow you into obviously dangerous areas
(such as dungeons), and will leave if they are frequently
endangered or abused.
Note that these retainers are Vecna cultists and reside in the temple.


EQUIPMENT
• a light crossbow and 20 bolts
• a component pouch
• Scholar’s Pack
a backpack, a book of lore (history and ascension of Vecna), a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife

• Leather armor (sold and bought studded leather 35 gp difference), any simple weapon (dagger), and two daggers

Equipment from background (acolyte): A holy symbol (a gift to you when you entered the priesthood),
a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing money

Additional gear purchased
1gp 1 quiver
2gp 2x 20 bolts
5 gp 10 days rations
0.2 waterskin

CLOAK OF DISPLACEMENT
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.


Money to spend 2500gp

500 gp Helm of Comprehend Languages: While wearing this helm, you can use an action to cast the Comprehend Languages spell from it at will.

training:
250 gp stealth skill proficiency
250 gp sleigh of hand skill proficiency
250 gp perception skill proficiency
250 gp thieve's tools skill proficiency
250 gp Undercommon
250 gp Sylvan
250 gp Draconic

25gp Thieve's tools
15gp Forgery kit

150 gp - 3 potions of healing
35gp leather to studded leather upgrade

25 gp left

Money: 31.8 gp

Personality Trait: I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
Ideal: Power. I hope to one day rise to the top of my faith’s religious hierarchy
Bond: I would die to fulfill my patron's bidding.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me[/code]

History
Ataxa was conscious at birth, fully aware of her destiny. The cultist around her did not heal the mortal vessal that was her mother, and the elvish woman died. Stuck with an unbearable grief she did not understand, she proceeded to slay them visciously, in an almost uncrontollable rage, eating their flesh afterwards to appease her growing hunger.
This was fifteen years ago and she has grown in sophistication since. She was raised and has her rightful place in the church of Vecna, where she is tended to by three loyal cultist servants and where her talents are put to use for the benefit of her patron.

Imp familiar
 
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Greenmtn

Explorer
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Name: Roa Cappadocci (Alias Brother Rowkor Verdugo)
Race: Changeling
Class: Monk Way of Long Death
Background: Acolyte (customized some)
Alignment: Lawful Evil
Experience: 2700

ABILITIES (Mod/Save)
Strength: 11 (+0/+2)*
Dexterity: 19 (+4/+6)*
Constitution: 17 (+3/+3)
Intelligence: 15 (+2/+2)
Wisdom: 20 (+5/+5)
Charisma: 18 (+4/+4)

AC: 19
Initiative: +4
Speed: 50
HP: 35
Hit Dice: 4D8
Proficiency Bonus: +2

OFFENSE:

SKILLS:
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Acrobatics (DEX) +4
Animal Handling (WIS) +5
Arcana (INT) +2
*Athletics (STR) +2
Deception (CHA) +4
History (INT) +2
*Insight (WIS) +7
Intimidation (CHA) +4
Investigation (INT) +2
Medicine (WIS) +5
Nature (INT) +2
Perception (WIS) +5
Performance (CHA) +4
Persuasion (CHA) +4
*Religion (INT) +4
Sleight of Hand (DEX) +4
*Stealth (DEX) +6
Survival (WIS) +5
[/sblock]
Passive Perception: 15

PROFICIENCIES AND LANGUAGES
Languages: Common, Elf, Dwarf, Goblin, Orc
Armor: None
Weapons: Simple weapons, shortswords
Tools: Masons Tools (specializes in Sarcofigi and grave markings)

FEATURES AND TRAITS:

Feats:
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Actor - advantage on Charisma (Deception) and (Performance) if trying to pass as another. I can mimic a person's speech or other creature's sounds if I've heard it for at least 1 minute. Wisdom (Insight) vs. Charisma (Deception) to determine the sound is faked. [+1 Charisma]
Mobile - When I use the Dash action, difficult terrain doesn't cost me extra movement that turn. When I make a melee attack against a creature, I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not. [+10 ft speed]
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Race: Changeling
(+1 Dexterity, +1 Charisma)
Shapechanger: As an action, I can polymorph into any humanoid of my size that I have seen, or back into my true form. However, my equipment does not change with me. If I die, I revert to my natural appearance.


Background:
Feature: Shelter the Faithful
[sblock] As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies o f your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those w ho share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and
you remain in good standing with your temple.. [/sblock]
Class:
[sblock] Monk (Way of the Long Death), level 4:
Unarmored Defense (Monk 1, PHB 48) Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Martial Arts (Monk 1, PHB 78) [1d4] Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike. With these, I can use Dex instead of Str and use the Martial Arts damage die. When taking an Attack action with these, I get one unarmed strike as a bonus action
Ki (Monk 2, PHB 78) [4× per short rest] I can spend ki to fuel special actions I need to meditate for at least 30 min of a short rest for that short rest to restore ki
Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Touch of Death (Way of the Long Death 3, SCAG 130) If I reduce someone within 5 ft to 0 HP, I gain 9 (Wis mod + monk level temporary HP)
Deflect Missiles (Monk 3, PHB 78) [1d10 + 4 + Dexterity modifier; 1 ki to throw] As a reaction, I can reduce ranged weapon attack damage done to me If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
Slow Fall (Monk 4, PHB 78) [20 less falling damage]As a reaction, I can reduce any falling damage I take by five times my monk level
Ki
Flurry of Blows (Ki Feature, PHB 78) [1 ki point] After taking the Attack action, I can make 2 unarmed attacks as a bonus action
Patient Defense (Ki Feature, PHB 78) [1 ki point] As a bonus action, I can take the Dodge action
Step of the Wind (Ki Feature, PHB 78) [1 ki point] As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so

[/sblock]
EQUIPMENT:
[sblock]
Quarter staff
Dagger +1
explorer’s pack (bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope)
10 darts
Vestments x2 (Vecna and 1 other)
common clothes
Holy Symbol x2 (Vecna and 1 other)
5 sticks incense
belt pouch 624gp
Pen
Ink vial
Book
Mantle of Spell Resistance
Driftglobe
Potion of Healing X2




[/sblock]

Personality Traits: Serene in the face of disaster, I care little for those that fear death,

Ideals: No one is Truly alive, Emotions tie us to the cycle of death and life, only without desires can we reach the long death

Bonds: I still seek the enlightenment which I feel I can find only by observing the clarity of mind of those about to die or already dead. Roa Believes that his ability to change his appearance comes from channeling his former incarnations or bending them into the appearance of others who have not reached the Long Death.

Flaws: I enjoy learning peoples desires and secrets so that I can show them the pointlessness of having them

BACKGROUND
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Roa believes that we are all already dead. That we have all lived and died already, and will again. That the only way to end this cruelty and suffering is to stop clinging to life, emotions and desires and to embrace the “Long Death” but if you die before you free yourself from these bonds you will be reborn and have to start the suffering all over again.
These beliefs are not popular and have caused many that believe the same (not that there are many) to be feared and even hunted. For this reason he has used his natural talents and trained to disguise himself and put himself into positions where it is able to observe the dead and dying without raising suspicion. As such he has taken on the skin of a holy man, an undertaker of sorts, attending to the dying in their final hours. He was assisted in getting into this position by members of the cult of Vecna, for whom he collects secrets. Though to protect his identity he changes his appearance when dealing with them. Some cult members know that he brings back information from town and might even know how he does it but he would do his best to make sure that few outside of those that helped him set up the position know who he is in that circle.

[/sblock]
 
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TallIan

Explorer
Name: Pladus the Dark, Keeper of Death
Class: Necromancer 4
Race: Human
Background: Sage (Wizards Apprentice)
Size: Medium
Gender: Male
Alignment: Lawful Evil

HP: 34 (4d6 + 16)
AC: 15 (10 + 5 DEX) or 18 (13 Mage Armour + 5 DEX)
Speed: 30
Init: +5
Passive Perception: 14
Spell Attack: +7
Spell save DC: 15
Dagger: +7 1d4+1p 20/60
Quarterstaff: +3 1d6+1b 5

[SBLOCK=Abilities and Skills]
STR: 12 (+1) [11 +1 Racial]
DEX: 20 (+5) [18 + 1 Racial + 1 ASI]
CON: 18 (+4) [17 + 1 Racial]
*INT: 20 (+5) (Save +7) [18 + 1 racial +1 ASI]
*WIS: 18 (+4) (Save +6) [17 + 1 Racial]
CHA: 16 (+3) [15 + 1 Racial]

Skills
Athletics +1
Acrobatics +5
Sleight of Hand+5
Stealth +5
*Arcana +7
*History +7
*Investigation +7
Nature +5
Religion+5
Animal Handling +4
Insight +4
Medicine +4
Perception +4
Survival +4
Deception +3
Intimidation +3
Performance +3
Persuasion +3

Proficiencies
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaff, Light Crossbow
Tools: none
Saves: Wisdom & Charisma

Languages: common, infernal, elfish, draconic
[/SBLOCK]

[SBLOCK=Features]
FEATURES
Human; +1 to all abilities; Common +1 language
Background: Arcana, History; +2 Languages; Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Wizard; (1) Spellcasting, Arcane Recovery, (2) Necromancy Savant, Grim Harvest, (4) ASI & Feat
FEATS
0 Alert
4 Warcasster
[/SBLOCK]

[SBLOCK=Spells and Equipment]
Spells
0: Minor Illusion, Chill Touch, Mage Hand, Light
1: Mage Armour*, Shield*, Expeditious Retreat (C), Sleep*, Unseen Servant (R), Find Familiar (R) , Identify (R) , Alarm (R), False Life*, Ray of Sickness, Detect Magic (R C), Grease*
2: Invisibility* (C), Mirror Image*, Rope Trick, Web (C), Ray of Enfeeblement*, Gentle Repose (R), Blindness Deafness*

Prepared Spells Marked with *

EQUIPMENT
Money: 317GP 90EP 5SP
Magic item: ring of spell storing (Sleep (1), Grease,(1) Expeditious Retreat,(1) Mirror Image(2))
Spell Book
Dagger x 2
Staff (Arcane Focus)
Belt Pouch (Pearl, charcoal)
Scroll of Rope Trick x 3
Potion of Healing x5

Animals
Mule (Pack Saddle)
Scholar’s Pack (backpack, book of lore, writing kit, parchment (10))
Tent

Riding Horse (saddle and saddle bags)
Explorers Pack (bedroll, mess kit, tinderbox, rations (10), waterskin, 50 feet of rope)

Dagda, Bat Familiar
STR 2 (-4) DEX 15 (+2) CON 8 (-1) INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Senses Blindsight 60ft, Passive Perception 11
Echolocation: While a bat can't hear is has no blindsight
Keen Hearing: Adv on WIS (Perception) checks related to hearing

Room in Vecra's Temple
Spellbook
[/SBLOCK]

[SBLOCK=Background]
History
Trait: I'm convinced that people are always trying to steal my secrets.
Ideal: Power. Knowledge is the path to power and domination. (Evil)
Bond: I have an ancient text that holds terrible secrets that must not fail into hands that would destroy it for good.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.

Pladus was apprenticed to a wizard names Hagorin. Hagorin led a sheltered life inside his library, rarely venturing into the world and then usually only to go to another library. Extremely cautious with his power Hagorin tried to instil this caution in his students. Some took to this happily, but not Pladus. He has much grander ideas of great power.

Pladus found an opportunity to achieve this on one of the rare visits to another library, where he stumbled on a tome. It covered a school of magic that Pladus had heard of but Hagrorin forbade his student to learn. Abandoning his own spell book in order to smuggle the tome back with him, Pladus took to learning new spells that dealt with the very force of life.

As he became more proficient in necromancy, Pladus grew frustrated with practicing on rat. He had surpassed all the other students, but could not take on Hagorin, so Pladus made his escape into the world with whatever he could steal from his former tutor.
[/SBLOCK]
 
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