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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
       ----------
       Speed: 30 (Walking) 30 (Flying)
       AC: 13 (Base) 15 (w/Dex)
       ----------
       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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