Lvl 1 Half-Elf Warlock
Lvl 1 Half-Elf Warlock (275xp) Chaotic Neutral
Stats: STR 7, DEX 12, CON 12, INT 12, WIS 12, CHA 16
Darkvision (to 60 ft).
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Otherworldly Patron (Great Old One). Grants features at levels 1, 6, 10, and 14.
Awakened Mind. Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
_Healer’s Kit (10 uses) _ Spend 1 use to auto-stabilize a creature. (No medicine check needed)
Feature: Discovery. The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Spellcasting modifier: Charisma
Spell save DC: 13
Spell attack modifier: +5
Cantrips: Friends; Eldritch Blast 120’ – atk bonus +5, 1d10 force
Spells Known: Hex: Concentration up to 2hr, curse a creature within 90’. Choose an ability, they have disadvantage to those checks, and you deal them +1d6 necrotic damage. If they drop to 0hp, bonus action to switch target.
Arms of Hadar: Each creature within 10’ makes a STR save. On fail, they take 2d6 necrotic damage and can’t take actions until their next turn. (On pass, they take 1/2 damage, no other effects.)
Spell Slots: 1/1 (recharges on short or long rest)
Spell slot level: 1
Skills: Medicine, Religion, Deception, Religion, Investigation, Stealth
Saving Throws: Wisdom, Charisma
Armor: Light armor (Leather)
Weapons: Simple weapons,
Daggersx2 (20’/60’ thrown) Atk 1 piercing
Tools: Herbalism kit
Languages. Common, Elvish, Abyssal, Dwarvish
Arcane focus + 93 gp. No debt. 2 days rations.
Background: Hermit, caretaker of an ancient ruin or relic.
Personality Traits: Often gets lost in her own thoughts, may also just be praying silently to The Great One. Outwardly hard to tell which.
Ideals: Anything goes, as long as The Great One does not disapprove. Must protect her own life with passion, as dying is against His wishes.
Otherwise, very little moral code.
-The Great One is all that matters. She serves to please Him and only Him. All other bonds are tenuous.
-Friendly with the Fela. Won’t hurt them unless it would help Him.
-Considers any other followers of The Great One to be honourable.
-Has an automatic small dislike of persons who have strong religious views opposite hers.
-Too curious for her own good.
-If The Great One demanded it, would kill herself and/or anyone around her without hesitation.
Dislikes spiders, but tolerates the Fela’s love for them. Would be down to kill a big spider if it got in her way.