URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       ChakraBound
  HTML https://chakrabound.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Character Creation
       *****************************************************
       #Post#: 874--------------------------------------------------
       Persephone Sotiria
   DIR By: Persephone
       Date: December 3, 2019, 4:03 am
       ---------------------------------------------------------
       Name: Persephone Sotiria
       Epithet:
       Race: Aasimar, Fallen
       Female
       Age: 22
       Height: 5'10"
       Weight: 130lb
       Eyes: Dark Purple
       Skin: Pale
       Hair: White
       Language: Common, Celestial, Abyssal, Infernal
       
       Personality: She hates cultist due to her past and those who
       follow any evil deity's. She is loyal to her allies aslong as
       they do not commit any evil deeds, and helps those in need when
       she can.
       Background: A Fallen Aasimar who had part of her soul corrupted
       due to a dark ritual used on her when she was a child by a group
       of cultist. She was kidnapped by the group who followed an
       unknown evil god and proceeded with the ritual to sacrifice her
       to their deity while siphoning her celestial essence. The ritual
       ended in failure but not before the celestial part of her soul
       was corrupted, as a group of paladins hunting the group ambushed
       them during the ritual and dealt divine justice to the
       followers. She has searched for a way to cleanse the corruption
       that grips her soul and restore her celestial connection, going
       as far as earning the favor of the Raven Queen and using the
       gift of her power to aid her in her quest.
       Country: Baldurs Gate
       Place of Birth: Waterdeep
       Professional Info
       Class: Warlock
       Job: Adventurer, Explorer
       Background: Sage (Astronomy)
       Level: 1
       XP: 0/300
       Proficiency
       Saving Throws: Charisma, Wisdom
       Light armor
       Simple weapons
       Medium Armor
       Martial Weapons
       Shields
       Intimidation
       Deception
       Arcana
       History
       Inventory
       Carrying Capacity: 51/135
       Coin: 0G 0S 0C (70 Roll)
       Items
       Equipped Gear (Scale Mail 14 +Dex modifier (Max 2) Disadvantage
       45 lb.)
       Helm: Cloak
       Torso:
       Arms:
       Legs:
       Feet:
       Right Hand: Battleaxe 1d8 slashing 4 lb. Versatile (1d10) <--
       "Hex Warrior"
       Left Hand: Rod 2 lb.
       Back:
       Aasimar Traits
       Ability Score Increase. Your Charisma score increases by 2.
       • Age: Aasimar mature at the same rate as humans, but they can
       live up to 160 years.
       • Alignment: Imbued with celestial power, most aasimar are good.
       Outcast aasimar are most often neutral or even evil.
       • Size: Aasimar have the same range of height and weight as
       humans. Your size is Medium.
       • Speed: Your base walking speed is 30 feet.
       • Darkvision: Blessed with a radiant soul, your vision can
       easily cut through darkness. 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.
       • Celestial Resistance: You have resistance to necrotic damage
       and radiant damage.
       • Healing Hands: As an action, you can touch a creature and
       cause it to regain a number of hit points equal to your level.
       Once you use this trait, you can't use it again until you finish
       a long rest.
       • Light Bearer: You know the Light cantrip. Charisma is your
       spellcasting ability for it.
       • Languages: You can speak, read, and write Common and
       Celestial.
       Fallen
       • Ability Score Increase. Your Strength score increases by 1.
       • Necrotic Shroud. Starting at 3rd level, you can use your
       action to unleash the divine energy within yourself, causing
       your eyes to turn into pools of darkness and two skeletal,
       ghostly, flightless wings to sprout from your back. The instant
       you transform, other creatures within 10 feet of you that can
       see you must each succeed on a Charisma saving throw (DC 8 +
       your proficiency bonus + your Charisma modifier) or become
       frightened of you until the end of your next turn.
       Your transformation lasts for 1 minute or until you end it as a
       bonus action. During it, once on each of your turns, you can
       deal extra necrotic damage to one target when you deal damage to
       it with an attack or a spell. The extra necrotic damage equals
       your level.
       Once you use this trait, you can't use it again until you finish
       a long rest.
       Class Skills
       UA
       Spell Versatility
       1st-level warlock feature (enhances Pact Magic) Whenever you
       finish a long rest, you can replace one spell you learned from
       this Pact Magic feature with another spell from the warlock
       spell list. The new spell must be the same level as the spell
       you replace.
       Otherworldly Patron - Hexblade
       You have made your pact with a mysterious entity from the
       Shadowfell – a force that manifests in sentient magic weapons
       carved from the stuff of shadow. The mighty sword Blackrazor is
       the most notable of these weapons, which have been spread across
       the multiverse over the ages. The shadowy force behind these
       weapons can offer power to warlocks who form pacts with it. Many
       hexblade warlocks create weapons that emulate those formed in
       the Shadowfell. Others forgo such arms, content to weave the
       dark magic of that plane into their spellcasting.
       Because the Raven Queen is known to have forged the first of
       these weapons, many sages speculate that she and the force are
       one and that the weapons, along with hexblade warlocks, are
       tools she uses to manipulate events on the Material Plane to her
       inscrutable ends.
       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.
       Hex Warrior
       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.
       Spells
       Cantrips
       Light
       cantrip evocation
       Casting Time: 1 action
       Range: Touch
       Components: V M (A firefly or phosphorescent moss)
       Duration: 1 hour
       Classes: Bard, Cleric, Sorcerer, Wizard
       You touch one object that is no larger than 10 feet in any
       dimension. Until the spell ends, the object sheds bright light
       in a 20-foot radius and dim light for an additional 20 feet. The
       light can be colored as you like. Completely covering the object
       with something opaque blocks the light. The spell ends if you
       cast it again or dismiss it as an action.
       If you target an object held or worn by a hostile creature, that
       creature must succeed on a Dexterity saving throw to avoid the
       spell.
       Free - Racial
       Eldritch Blast
       Evocation cantrip
       Casting Time: 1 action
       Range: 120 feet
       Components: V, S
       Duration: Instantaneous
       A beam of crackling energy streaks toward a creature within
       range. Make a ranged spell attack against the target. On a hit,
       the target takes 1d10 force damage.
       At Higher Levels. The spell creates more than one beam when you
       reach higher levels: two beams at 5th level, three beams at 11th
       level, and four beams at 17th level. You can direct the beams at
       the same target or at different ones. Make a separate attack
       roll for each beam.
       Green-Flame Blade
       Evocation cantrip
       Casting Time: 1 action
       Range: 5 feet
       Components: V, M (a weapon)
       Duration: Instantaneous
       As part of the action used to cast this spell, you must make a
       melee attack with a weapon against one creature within the
       spell's range, otherwise the spell fails. On a hit, the target
       suffers the attack's normal effects, and green fire leaps from
       the target to a different creature of your choice that you can
       see within 5 feet of it. The second creature takes fire damage
       equal to your spellcasting ability modifier.
       At Higher Levels. At 5th level, the melee attack deals an extra
       1d8 fire damage to the target, and the fire damage to the second
       creature increases to 1d8 + your spellcasting ability modifier.
       Both damage rolls increase by 1d8 at 11th level and 17th level.
       Spell Lists. Sorcerer, Warlock, Wizard
       Slot Spells
       Id Insinuation (UA)
       LEVEL 1st
       CASTING TIME 1 Action
       RANGE/AREA 60 ft
       COMPONENTS V, S
       DURATION Concentration 1 Minute
       SCHOOL Enchantment
       ATTACK/SAVE WIS Save
       DAMAGE/EFFECT Psychic
       You unleash a torrent of conflicting desires in the mind of one
       creature you can see within range, impairing its ability to make
       decisions. The target must succeed on a Wisdom saving throw or
       be incapacitated. At the end of each of its turns, it takes 1d12
       psychic damage, and it can then make another Wisdom saving
       throw. On a success, the spell ends on the target.
       Hex
       1st-level enchantment
       Casting Time: 1 bonus action
       Range: 90 feet
       Components: V, S, M (the petrified eye of a newt)
       Duration: Concentration, up to 1 hour
       You place a curse on a creature that you can see within range.
       Until the spell ends, you deal an extra 1d6 necrotic damage to
       the target whenever you hit it with an attack. Also, choose one
       ability when you cast the spell. The target has disadvantage on
       ability checks made with the chosen ability.
       If the target drops to 0 hit points before this spell ends, you
       can use a bonus action on a subsequent turn of yours to curse a
       new creature.
       A Remove Curse cast on the target ends this spell early.
       At Higher Levels. When you cast this spell using a spell slot of
       3rd or 4th level, you can maintain your concentration on the
       spell for up to 8 hours. When you use a spell slot of 5th level
       or higher, you can maintain your concentration on the spell for
       up to 24 hours.
       Slots
       Cantrips = 2
       Spells = 2
       Stat Bonuses
       +2 Charisma +1 Strength
       Attributes (No Modifications)
       HP: 8
       Strength: 8
       Dexterity: 15
       Constitution: 16
       Intelligence: 15
       Wisdom: 11
       Charisma: 16
       ----------
       Speed: 30 (Walking)
       AC: 12 (Base) 16 (Armored)
       Modifications
       HP: 11
       Strength: 9 (-1)
       Dexterity: 15 (+2)
       Constitution: 16 (+3)
       Intelligence: 15 (+2)
       Wisdom: 11 (+0)
       Charisma: 18 (+4)
       *() = Modifier
       *****************************************************
       Page 1 of 1