LAWRENCE ALLORAN
BASICS | |
---|---|
CLASS LEVEL | Warlock I |
EXPERIENCE POINTS | 0 |
RACE | Aasimar |
BACKGROUND | Charlatan |
ALIGNMENT: Neutral Good
HIT POINTS | 10 |
---|---|
HIT DICE | 1d8 |
ARMOR CLASS (AC) 13
INITIATIVE +2
SPEED 30 ft.
PROFICIENCY BONUS +2
PASSIVE PERCEPTION 11
DEATH SAVES: Success O O O Fail O O O
TRAITS (AASIMAR)
32 years old
5'8", 124 lbs.
Darkvision, 60 ft.
Celestial Resistance (v. necrotic & radiant damage)
Celestial Legacy (Wisdom-based; Light and Healing Hands cantrips)
Appearance: pale, metallic nails, symmetrical face, eyes like smokey quartz,
feathers on the neck, wrist, and ankles; no body hair, words spoken aloud
seem to be heard mentally, always looks clean and doesn't sweat, and scrawny.
STATS | |||||
---|---|---|---|---|---|
STR | +0 | 9 | Strength Saves | +0 | |
DEX | +1 | 13 | Dexterity Saves | +1 | |
CON | +2 | 14 | Constitution Saves | +2 | |
INT | -1 | 8 | Intelligence Saves | -1 | |
WIS | +2 | 14 | Wisdom Saves | +3 | |
CHA | +3 | 17 | Charisma Saves | +5 | |
2 | Acrobatics | (Dex) |
---|---|---|
2 | Animal Handling | (Wis) |
1 | Arcana | (Int)* |
0 | Athletics | (Str) |
5 | Deception | (Cha)* |
-1 | History | (Int) |
2 | Insight | (Wis) |
3 | Intimidation | (Cha) |
1 | Investigation | (Int)* |
2 | Medicine | (Wis) |
-1 | Nature | (Int) |
2 | Perception | (Wis) |
3 | Performance | (Cha) |
3 | Persuasion | (Cha) |
-1 | Religion | (Int) |
4 | Sleight of Hand | (Dex)* |
2 | Stealth | (Dex) |
2 | Survival | (Wis) |
PROFICIENCES & LANGUAGES
Armor: light armor
Weapons: simple weapons
Tools: disguise kit, forgery kit
Saving Throws: Wisdom, Charisma
Skills: Arcana, Deception, Investigation, Sleight of Hand
Languages: Common, Celestial
SPELLCASTING
Spell Attack Modifier +5
Spell Save DC 13
KNOWN CANTRIPS: Prestidigitation, Poison Spray, Light, Healing Hands
KNOWN SPELLS: Distort Value, Expeditious Retreat
EQUIPMENT & TREASURE
Carried Gear: leather armor (AC 11), two (2) daggers, two (2) sickles, arcane focus (shitty ring),
disguise kit (cosmetics, hair dye, props, etc.), dungeoneer's pack (crowbar, hammer, pitons, torches, hempen rope, etc.)
belt pouch, set of fine clothes, tools of the con (various small convincing fakes and mischellaneous doodads).
(Add 1 lb. per 50 coins carried.)
Coins & Gems: 22 gold pieces (GP); 33 silver pieces (SP); 44 copper pieces (CP); 4 gems (worth 10 GP each)
ENCUMBRANCE
Lifting & Carrying: 150 lbs. max. carrying capacity; 300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max. lift.
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage.
(If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) |
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft. 1d4 slashing damage. |
Dagger (offhand as bonus action). As above but only 1d4 piercing damage.
MAGIC & SPECIAL ATTACKS
Poison Spray. Cantrip. Ranged Spell Attack: Targets visible creature within 10 ft.
That creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 upon reaching the 5th Level (2d12),
11th level (3d12), and 17th level (4d12).
CLASS FEATURES (WARLOCK)
Otherworldly Patron (Hyrsam, The Satyr Prince of Fools)
Pact Magic (all cast as 1st level spells, regain spell slots after short or long rest)
Fey Presence (cause charm or fear)
BACKGROUND (CHARLATAN)
Scam: Persuades others to spend a money on semi-worthless items.
Traits: Collects anything that may be of some value. Morally conflicted and little high-strung. Easily forgets details.
Ideals: Never targets people who can't afford to lose a few coins. Seeking redemption for past actions.
Flaws: A hypochondriac. Somewhat unsophisticated and insensitive.
Bonds: Disconnected from family. Swindled some nobles, still gets in trouble for it.