Kaleb "Kaleban" and Anorthax
Nuetral Evil Tiefling Criminal Fiendpact Warlock Level 1
AC 12 (Leather)
HP 9
Hit Dice 1x (1d8+1)
Attack
Dagger +3 (1d4+1) Melee or Ranged (20/60)
Quarterstaff +2 (1d10) (2-Handed Melee)
Eldritch Blast +5 (1d10) (Ranged Spell 120)
Spellcasting
Attack +5, Save dc13, Slot 1x 1st Level (Short Rest)
[sblock=Skills & Abilities]
Str 10(+0)
Dex 12 (+1)
Con 12(+1)
Int 12(+1)
Wis 14(+2)
Cha 16(+3)
Proficient in: Light armour & Simple weapons
Saving Throws: Wisdom +4, Charisma +5
Skills: Arcana +3, Deception +5, Intimidation +5, Perception +2 (Passive 12), Stealth +3
Tools: Cards, Thieves' Tools +3
Racial Traits
ASI Intelligence +1, Charisma +2.
Age. 30 years
Alignment. Neutral Evil
Size. Medium
Speed. Walk 30 feet.
Darkvision. You see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light but in shades of gray.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know
thaumaturgy cantrip. At 3rd level, you can cast
hellish rebuke as a 2nd level spell once per long rest. At 5th level, you can cast
darkness once per long rest. (Charisma)
Languages. You can speak, read, and write Common and Infernal.
Class Abilities
Warlock 1 Spellcasting. 1x 1st-Level Slot, Arcane Focus, You know 2 cantrips and 2 Spells from the Warlock list.
Warlock 1 Fiend Pact. You know
burning hands and
command
Warlock 1 Dark One's Blessing (4). When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (4).
Cantrips
Eldritch Blast - Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 1d10 force damage. Higher Levels - an extra attack when you reach levels 5 (x2) 11 (x3) and 17 (x4). You can attack the same target or different ones. (VS)
Mage Hand - A spectral, floating hand appears at a point you choose within 30 feet for 1 minute, until you dismiss it as an action, or if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked foor or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. (VS)
Spells
Burning Hands - Each creature in a 15-foot cone originating on you takes 3d6 fire damage (Dexterity ST for half damage). It ignites flammable objects in the area that are not worn or carried. Higher Levels - An additional 1d6 damage for each slot above 1st. (VS)
Command - A living creature within 60 feet who can understand you must make a Wisdom save or follows your 1 word command (Examples: Approach, Drop, Flee, Grovel, Halt) Higher Levels - An additional target within 30 feet of the other for each slot above 1st. (V)
Hellish Rebuke -
Reaction, when you are damaged by a creature you can see within 60 feet - That creature takes 2d10 fire damage (Dexterity save for half). Higher Levels - An additional 1d10 for each slot above 1st. (VS)
Hex -
Concentration, Bonus Action - You place a curse on a creature that you can see within 90 feet for 1 hour. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attackand the target has disadvantage on ability checks made with an ability you chose when you cast the spell. If the target drops to 0 HP before this spell ends, you can use a bonus action on a subsequent turn to curse a new creature. Remove Curse cast on the target ends the spell early. Higher Levels - If you use a slot of 3rd or 4th level the duration is 8 hours. If you use a spell slot of 5th level or higher, 24 hours. (VSM)
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[Sblock=Equipment]
Leather Armour, Daggers (x3)
Arcane Focus (Staff), Quarterstaff
Scholar’s Pack (backpack, book of lore, pen & ink, parchment, little bag of sand, small knife)
Crowbar
Hooded Cloak & Common Clothes
Money Pouch (15gp)
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[sblock=Background]
Criminal
Kaleb was a petty thug, stupid, weak, and angry. He volunteered for a dangerous process hosted by the rich and powerful men of the Cult of Antediluvian.
In a terrible ritual, the cult summoned the Demon Anorthax and imprisoned it in Kaleb's body. They expected this experiment to fail, and for Kaleb to be utterly destroyed.
Their intention was for Kaleb's death to weaken the Demon so they could transfer it's power to an important cult member, but to their surprise, Kaleb and the Demon merged into one creature.
Personality: We always have a backup plan for when things go wrong
Ideal: We will suffer, and cause others to suffer, if it brings us power
Bond: Kaleb and the Demon share a unique bond, occupying the same space in reality
Flaw: Sometimes they don't get along, and then there is trouble.
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