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#Post#: 874--------------------------------------------------
Persephone Sotiria
DIR By: Persephone
Date: December 3, 2019, 4:03 am
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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 cant 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
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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
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