Alrick

Children

Alrick

Tiefling (Levistus) Race
Orde - In plain sight Origin
Warlock 9 Class & Level
Chaotic neutral Alignment
Wode Deity
The Collector Faction
Gambler (Ambassador) Rank/Position
13 Loyalty
- Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 11
+0
wisdom 10
+0
charisma 22
+6
Total Hit Dice 3
Hit Die
1d8+3
+4 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+9 Deception
+0 History
+0 Insight
+5 Intimidation
+4 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+5 Performance
+5 Persuasion
+4 Religion
+4 Sleight of Hands
+7 Stealth
+0 Survival
skills

 
39
MV
0
Prestige
2
Attunement Slots
20
Armor Class
85
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Rapier 1d20+10 1d8+6
Dagger 1d20+7 1d4+3
Cantrip 1d20+9 +6 +1 Necrotic
Attacks
Armor: light armor, medium armor, shield
Weapons: simple weapons, martial weapons
Tools: Forgery Kit, Disguise Kit
Saving throws: Wisdom, Charisma
Skills: Orde: Religion, Warlock: Arcana, Investigation, In Plain Sight: Deception, Wode: Stealth
Academies: Calligrapher's Supplies Expertise, Language - Sylvan
Proficiences
Cantrips:

Tiefling(Levistus):
Ray of Frost
Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

In Plain Sight:
Chill Touch
Necromancy
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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Johnny Darkfingers:
Mage Hand
Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Warlock:
Eldritch Blast
Evocation
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.

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.

Prestidigitation
Transmutation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Frostbite
Evocation
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.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).



1st Level:

From Tiefling(Levistus):
Armor of Agathys
Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

This spell can be cast once per long rest as 2nd level spell.

Warlock:
Hex
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.

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.

Comprehend Languages
Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Shield
Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.



2nd Level:

Bad Blood and Tiefling(Levistus):
Darkness
Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.



3rd Level:

Warlock:
Counterspell
Abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Fly
Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Remove Curse
Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.



4th Level:

Warlock:
Banishment

Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Dimension Door

Conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.



5th Level:

Warlock:
Synaptic Static

Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Hold Monster

Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Spellcasting
888gp, 6sp, 6cp

Special Gear:
Masterwork Half Plate

A fine set of clothes, Forgery Kit, Disguise Kit, Abacus, Pole of Collapsing, Smokestick
30 Arrows, Component Pouch
2x Dagger
Scholar's Pack (-1 parchment)
Taltaken Greaves

Rations x7
50ft Rope
Calligraphy Supplies
Shield
Warhammer
Fadesteel Die
Collector's playing card
Bag of Beads

Scrolls:
4x Hex
6x Shield
10x Comprehend Language
2x Scroll of Protection from Good and Evil
2x Armor of Agathys
2x Misty Step
3x Shatter
4x Remove Curse Scroll
1x Blink
1x Dimension Door

Potions:
3x Potion of Healing
4x Potion of Superior Healing
4x Holy Water
2x Potion of Climbing
2x Bottled Breath
2x Potion of Fire Breathing
1x Potion of Necrotic Resistance

Reagents:
1x Serpent Venom Reagent

(Stuff weight 88lb)

Food tokens:

Crafting Materials:
66 Crafting tokens
Bagpipes of Holding -blueprint from the Gleaming Bazaar

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"Devil Weep Targe +2 AC (shield) Whenever an adjacent enemy would roll a 1 next to you, that enemy takes 4d6 necrotic damage

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Fiery Duelist: Shadow Flame - Attunement: Worshipper of Wode (Attuned)

A lick of black flame occasionally trails from the blade of this rapier as it moves through the air. While in the darkness of night, it feels unnaturally warm to the touch.

Your Dexterity score is increased by 2, to a maximum equal to your ability score cap.

While hiding outside at night, other creatures have disadvantage on their passive checks to notice you.

You can use an action to cast the Shadow Blade spell. If you cast it in this way, the shadows of the spell envelop this weapon to give it the spell's effects, and the spell doesn't require require a verbal component nor requires concentration. The rapier remains a martial weapon and the psychic damage is instead dealt as fire damage, but all other effects of the spell remain, applying them to the rapier as the shadow blade. Once you use this ability, you cannot do so again until the next midnight.

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Interesting stuff:
Spear with Mist Walker regalia,

----
Fiery Pipes of Holding
Being Crafted by Alrick
Wondrous (Bagpipes) - Very Rare (4,000gp) - Attunement (Attuned)

These ordinary looking bagpipes will billow flames when they are played by a skilled hand. In addition, there is a pocket in the bag that seems to be able to hold way too much for its size.

Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

Extra-dimensional Pocket. These bagpipes have an extra-dimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

Wailing Fire. You can become a mythical warrior before your oppressive foes. As an action, you can Shoot a fireball from your eyes. Choose a point you can see within 150 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you can’t use it again until you finish a long rest.
---

Mementoes:
A Horse Shoe (all-saints-eve)
Scarab Plushie(conundrum hookah party)
Equipment
The Collector
Faction
The Mad Man
Stat Array
  • Tiefling (Levistus):
    Hellish Resistance
    Fire Resistance

    Legacy of Stygia
    Level 1: Ray of Frost Cantrip

    Level 3: You can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest

    Level 5: You can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest.

    Languages
    Common, Infernal
  • Faction:
    Fadesteel Die
    This item can be rolled only once a mission. It is rolled when a cache of treasure is found. Roll a d6, on a 1 one magical item is removed from the cache, if there was no magical item, reduce the gold found by half. If a 5-6 is rolled, add a magical item to the cache. 3-4 nothing occurs.

    Collector's playing card
    the Collector marks his assistants by instilling their likeness into a playing card, marked by his symbol. For the character is apart of his game now. This card has been upgraded by the actions of the Collector faction. Once per day you can use this card to cast the Identify spell, without material components, and the Detect Magic spell.

    Taltaken Mask
    While wearing this item, whenever you would hard cast a damaging cantrip, you deal 1 additional point of damage with that cantrip.

    Johnny Darkfingers
    Mage Hand cantrip and +1 to Sleight of Hand checks
  • Warlock:
    Hexblade's Curse
    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
    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.

    Pact of the Blade
    You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

    Accursed Specter
    Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

    The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

    Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

    Improved Pact Weapon
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

    In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

    Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

    Thirsting Blade
    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

    Relentless Hex
    Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

    Trickster's Escape
    You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

    Whispers of the Grave
    You can cast speak with dead at will, without expending a spell slot.
  • Feats:
    Level 4: Bad Blood
    The blood of dark powers flows through your veins, and a faint aura of ebbing darkness is visible around you. You gain the following benefits:
    • You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you already have this ability from a different source, you gain an additional 30 feet.
    • You can magically manifest or conceal a halo of fiery darkness above your head as an action or bonus action. While it is visible, you gain access to the following abilities:
      • You shed an aura of shadows 10 feet around you, hostile creatures have disadvantage on Wisdom (Perception) checks to perceive creatures inside the aura. This effect can only be dispelled by light magic of a spell level that is greater than your Charisma modifier.
      • You can cast Darkness a number of times equal to your half your Charisma modifier (rounded down, minimum 1) per long rest.
    • Spontaneous Umbral Combustion. As an action, all creatures within 15 feet of you take 1d6 fire damage and 1d6 necrotic damage as you unleash an unavoidable torrent of blazing darkness. All damage dice for this ability increase by 1 for every five character levels. You can use this ability once and it refreshes on a short or long rest.
    Level 8: Ability Score Increase
    +2 Charisma


Mist Walker
Class/Racial Features & Traits