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#Post#: 368--------------------------------------------------
Lilith
DIR By: Lilith
Date: November 3, 2019, 10:07 pm
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[spoiler=Real]
HTML https://i.imgur.com/koq9bfc.jpg[/spoiler]
HTML https://i.pinimg.com/564x/5e/f3/78/5ef3788ad0c46d346251bacbee6abb65.jpg
Name: Lilith
Epithet:
Race: Succubus
Gender: Female
Age: 120 (Looks 24)
Height: 5'10"
Weight: 120lb
Eyes: Crimson
Skin: Fair
Hair: Amber
Language: Common, Abyssal "Other"
Personality:
Background:
Country: Swords Coast
Place of Birth: 9 Hells
Professional Info
Class: Sorceress
Magic Source: Draconic Bloodline
Job: Adventurer
Level: 1
XP: 150/300
Proficiency
Persuasion
Deception
Intimidation
Medicine
Religion
Herbalism kit
Daggers
Darts
Slings
Quarterstaves
Light crossbows
Inventory
Carrying Capacity: 49.5/120
Coin: 15G 2S 0C
Dagger - 1d4 piercing 1 lb. Finesse, light, thrown (range
20/60)
10 Dart - 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Crossbow bolts (36) 3 lb.
Kit, herbalism 3 lb.
Quiver 1 lb.
Tinderbox. 1 lb.
X 10 Torch. 1 lb.
Rope, hempen (50 feet) 10lb.
Backpack. 5 lb.
Equipped Gear
Helm:
Torso:
Arms:
Legs:
Feet:
Right Hand: Dagger - 1d4 piercing 1 lb. Finesse, light,
thrown (range 20/60)
Left Hand: Wand 1lb.
Back: Crossbow, light - 1d8 piercing 5 lb. Ammunition (range
80/320), loading, two-handed
Traits
[U]Succubus[/u]
Ability Score Increase: Your Dexterity score increases by 1, and
your Charisma score increases by 2.
Age: Succubi/Incubi are ageless demons, typically reaching
adulthood by 18, and will not die of old age.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet. In your fiendish
form, you have a flying speed of 30 feet.
Darkvision: Because you are a fiend, 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.
[U]Draconic Bloodline[/u]
Dragon; - Element;
Draconic Ancestry: You can speak, read, and write Draconic.
Additionally, whenever you make a Charisma check when
interacting with dragons, your proficiency bonus is doubled if
it applies to the check.
Draconic Resilience: As magic flows through your body, it causes
physical traits of your dragon ancestors to emerge. At 1st
level, your hit point maximum increases by 1 and increases by 1
again whenever you gain a level in this class. Additionally,
parts of your skin are covered by a thin
sheen of dragon-like scales.
When you aren't wearing armor, your AC equals 13 + your
Dexterity modifier.
Abilities
Charm: You can cast the Charm Person spell once using this
trait, using Charisma as your spellcasting ability. You regain
the ability to cast this spell when you finish a long or short
rest.
Shapechanger: You can use your action to polymorph into a medium
humanoid, or back into your true form. Without wings, you lose
your flying speed. Other than your size and speed, your
statistics are the same in each form. Any equipment you are
wearing or carrying isn't transformed. You revert to your true
form if you die. You are considered to be a shapechanger for the
purpose of spell effects.
Fiendish Tricks: When in your humanoid form, you are considered
humanoid; when in your true form, you are considered a fiend.
Certain spells and effects that specifically deal in detection
will always count you as a fiend. These include Detect Evil and
Good and a paladin's Divine Sense.
Smooth Talker: You can communicate verbally or telepathically
with any creature within 100 feet that has a language. You can
read and write Common and Abyssal.
Silver Tongue: You have proficiency with the Persuasion skill.
Background
Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Class Abilities
AT LEVEL 2[/U][/B]
[u]Font of Magic
At 2nd level, you tap into a deep wellspring of magic within
yourself. This wellspring is represented by sorcery points,
which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher
levels, as shown in the Sorcery Points column of the Sorcerer
table. You can never have more sorcery points than shown on the
table for your level. You regain all spent sorcery points when
you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots,
or sacrifice spell slots to gain additional sorcery points. You
learn other ways to use your sorcery points as you reach higher
levels.
Creating Spell Slots
You can transform unexpended sorcery points into one spell slot
as a bonus action on your turn. The Creating Spell Slots table
shows the cost of creating a spell slot of a given level. You
can create spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Level
1st
2nd
3rd
4th
5th
Converting a Spell Slot to Sorcery Points As a bonus action on
your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot’s level.
[b]Cantrips
Blade Ward
Abjuration Cantrip
Casting Time: 1 action
Range: self
Target: single
Components: V, S
Duration: 1 round
Saving Throw: No
Concentration: No
You extend your hand and trace a sigil of warding in the air.
Until the end of your next turn, you have resistance against
bludgeoning, piercing, and slashing damage dealt by weapon
attacks.
Frostbite
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see
within range. The target must make a Constitution saving throw.
On a failed save, the target takes 1d6 cold damage, and it has
disadvantage on the next weapon attack roll it makes before the
end of its next turn.
At higher Levels: The spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Acid Splash
Conjuration Cantrip
Casting Time: 1 action
Range: 60 ft.
Target: Single
Components: V, S
Duration: Instantaneous
Saving Throw: No
Concentration: No
You hurl a bubble of acid. Choose one creature within range, or
choose two creatures within range that are within 5 feet of each
other. A target must succeed on a Dexterity saving throw or take
1d6 acid damage.
At Higher Levels: This spell's damage increases by 1d6 when you
reach 5th leveI (2d6), 11th leveI (3d6), and 17th leveI (4d6)
Chill Touch
Necromancy Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature
within range. Make a ranged spell attack against the creature to
assail it with the chill of the grave. On a hit, the target
takes 1d8 necrotic damage, and it can’t regain hit points until
the start of your next turn. Until then, the hand clings to the
target.
If you hit an undead target, it also has disadvantage on attack
rolls against you until the end of your next turn.
At Higher Levels This spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Spells
Ice Knife
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within
range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 piercing damage. Hit or miss, the shard
then explodes. The target and each creature within 5 feet of the
point where the ice exploded must succeed on a Dexterity saving
throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the cold damage increases by 1d6 for each
slot level above 1st.
Earth Tremor
1st-level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius. Each
creature other than you in that area must make a Dexterity
saving throw. On a failed save, a creature takes 1d6 bludgeoning
damage and is knocked prone. If the ground in that area is loose
earth or stone, it becomes difficult terrain until cleared.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
False Life (LOCKED)
Necromancy
Level: 1st
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled
spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you
gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you gain 5 additional temporary hit points
for each slot level above 1st.
Skill Slots
D Slot 1: Ice Knife
D Slot 2: Earth Tremor
D Slot 3: False Life (LOCKED)
Stat Bonuses
+2 Charisma +1 Dexterity (Racial Trait)
Attributes (No Modifications)
HP: 7
Strength: 8
Dexterity: 13
Constitution: 14
Intelligence: 10
Wisdom: 12
Charisma: 15
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Speed: 30 (Walking) 30 (Flying)
AC: 13 (Base) 15 (w/Dex)
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Attributes (Modifications)
HP: 9
Strength: 8
Dexterity: 14
Constitution: 14
Intelligence: 10
Wisdom: 12
Charisma: 17
#Post#: 381--------------------------------------------------
Re: Lilith
DIR By: darkpluribus
Date: November 4, 2019, 8:24 am
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Approved
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