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Khazard

Altrazion 5E

Jul 1st, 2017
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  4. Name: Altrazion
  5. Gender: Male
  6. Race: Black Dragonborn
  7. Age: 20
  8. Height: 6'2"
  9. Weight: 239 lbs.
  10. Level: 3
  11. XP: 1825
  12. Alignment: Neutral Evil
  13. Class: Warlock
  14. Patron: Dendar, The Night Serpent
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  18. STATISTICS
  19. STR 16(+3), DEX 12(+1), CON 16(+3), INT 16(+3), WIS 13(+1), CHR 18(+4)
  20. Proficiency Bonus: +2
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  22. DEFENSES
  23. AC 12 [Leather Armor]
  24. HP 26 (Hitdie D8) [8+3 / 4+3 / 5+3]
  25. =========================================================================================================
  26. OFFENSE
  27. Speed 30
  28. Melee Attack: +5 [3(STR) + 2(Proficiency)]
  29.  
  30. Ranged Attack: +3[1(DEX) +2(Proficiency)]
  31.  
  32. Spell Attack: +6[4(CHA) + 2(Proficiency)]
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  36. Class/racial traits:
  37. Dragonbreath: Acid [5 by 30 ft. line, Dex Save] [DC = 8 + 3(CON modifier) + 2(Proficiency bonus) = 13] [2d6 damage on failed save, half
  38. on successful] [After use needs a long or short rest before using again]
  39. Damage Resistance: Acid [Halves Acid damage]
  40. Languages [Common, Draconic]
  41. Saving Throws [Add Proficiency]: Wisdom, Charisma
  42. Skills [Add Proficiency]: Religion [INT], Intimidation [CHA]
  43. Background Skills: Arcana [INT], Athletics [STR]
  44.  
  45. Weapon Proficiency [Simple Weapons]
  46. Armor Proficiency [Light Armor]
  47. =========================================================================================================
  48. Class Features/Extraordinary Abilities (Ex):
  49. Otherworldly Patron: Great Old One [Dendar, The Night Serpent]
  50. Expanded Spell List:
  51. 1st: Dissonant Whispers, Tasha's Hideous Laughter
  52. 2nd: Detect Thoughts, Phantasmal Force
  53. 3rd: Clairvoyance, Sending
  54. 4th: Dominate Beast, Evard’s Black Tentacles
  55. 5th: Dominate Person, Telekinesis
  56.  
  57. Awakened Mind: Can communicate telepathically with any visible creature within 30 feet. They don't need to share a language with you to
  58. understand what you say, but need to speak at least one language.
  59.  
  60. Pact Boon [Pact of the Chain]: You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
  61.  
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  65. Invocations [2]
  66.  
  67. Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  68. Voice of the Chain Master: Can communicate telepathically with your familiar and perceive through their senses as long as you exist on the same plane. When you perceiving through their senses, you can speak through them in your own voice even if they couldn't speak normally.
  69.  
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  73. Feats:
  74.  
  75. None
  76.  
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  80. Cantrips Known: 2 Spells Known: 4 Spell Slots: 2 Slot Level: 2
  81. Spell Save DC: 14 [8 + 4(CHA modifier) + 2(Proficiency bonus)]
  82. Spell Attack Modifier: 6 [4(CHA modifier) + 2(Proficiency bonus)]
  83. [Recover all Spell Slots after long or short rest]
  84. [V: Verbal S:Movement M:Materials F:Focus DF:Divine Focus]
  85.  
  86. Cantrips:
  87. Blade Ward [V.S]: Until end of next turn, you have Resistance against bludgeoning, piercing, and slashing damage from weapon attacks.
  88. Eldritch Blast [V,S] [Range 120]: Ranged spell attack deals 1d10 damage.. [Gain 2 beams at 5th level, 3 at 11, 4 at 17. Can be
  89. directed at same or different enemies. Separate attack roll for each.]
  90.  
  91. Lvl 1:
  92. Dissonant Whispers [V] [Range 60]: Whisper a discordant melody only one creature of choice within range can hear, wracking it with
  93. terrible pain. It must make a Wisdom Saving Throw, on fail it takes 3d6 psychic damage and must immediately use its reaction (if
  94. available) to move as far from you as possible (avoiding obviously dangerous ground). On successful save it takes half damage and
  95. doesn't have to move. A deafened creature automatically succeeds the save. [When using a Spell Slot of 2 or higher, damage
  96. increases by 1d6 for each slot higher than 1]
  97. Hellish Rebuke [V,S] [Range 60] (Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of
  98. you that you can see): You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The
  99. creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much
  100. damage on a successful one. [When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for
  101. each slot level above 1st.]
  102.  
  103. Lvl 2:
  104. Crown of Madness [V,S] [Range 120]: (Concentration up to 1 minute) Target one humanoid within sight, they must pass a Wisdom saving
  105. throw or be enthralled by the caster. They must spend their action before moving that turn making a melee attack at a target within
  106. range of your choice, other than the enthralled target itself. The target can act normally if no other target is chosen or if none
  107. are in range. You must spend your action on each subsequent turn to maintain control. At the end of each of the target's turns it
  108. can make a Wisdom saving throw, if it succeeds it breaks free.
  109. Phantasmal Force [V,S,M] [Range 60]: (Concentration up to 1 minute) Craft an illusion that takes root in a target's mind. They must
  110. make an Intelligence saving throw, and on failed save you create a phantasmal object/creature/visible phenomenon of your choice no
  111. larger than a 10 foot cube only visible to them. It has no affect on undead or constructs. The phantasm includes sound,
  112. temperature, and other stimuli only evident to the creature. It can use its action to make a Investigation check against your spell
  113. save DC, if succeeds it sees the phantasm is an illusion and it ends. While in effect, the target treats the phantasm as if it were
  114. real and rationalizes all outcomes from interacting with it. It's fully convinced to where it will take damage, and on each turn it
  115. can deal 1d6 psychic damage to the target if the target is in the phantasm's area or within 5 feat, if it is of a thing that could
  116. be a hazard. The target perceives the damage as an appropriate type dealt.
  117.  
  118.  
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  122. Inventory:
  123.  
  124. Backpack
  125. Book of Lore
  126. Journal
  127. Bottle of Ink
  128. Ink Pen
  129. Parchment Sheet [10]
  130. Little Bag of Sand
  131. Small Knife
  132. Rations [8]
  133. Light Crossbow [Loading, Two-Handed, Range 80/320, 1d8 Piercing]
  134. Bolts [20]
  135. Arcane Focus
  136. Dagger [2] [Light, Thrown (Range 20/60), Finesse, 1d4 Piercing]
  137. Leather Armor [AC = 11 + Dex]
  138. Sickle [Light, 1d4 Slashing]
  139. Dust of Disappearance: Self and creatures within 10 feet turn invisible for 2d4 minutes. If you cast a spell or attack, then you
  140. lose the invisibility.
  141.  
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  143. Money: 45gp
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  147. Backstory/Personality:
  148.  
  149. Altrazion was born into the Venomfang clan, a ruthless tribe that praises victory at any cost. Underhanded tactics and everything is fair game to them, not that it's needed much given their brute strength and acidic breath. Altrazion himself was one of the stronger of his generation, but apathy set in over the years. Things were too easy, fights and raids against other clans or travelers always were a victory for them. Life became a slog with every day being the same. Things finally changed in his late teen years.
  150. Altrazion had a dream, one that moved him too the core and left him waking in a cold sweat. All he could recall was standing before an enormous serpent that had no end. It left an impact on him, one that would not fade as the day drew on. With it nagging at his mind, he spent the night delving into tomes to try and find meaning behind this vision. His research was fruitful, finding a practically perfect match to what he saw, a passage about Dendar, the Night Serpent. This only left him with more questions, if what he read was true than he should not remember anything as Dendar devours dreams, but he still had memory of her. Feeling this to be a message, he began to devote himself to researching this deity.
  151. The next few years would led Altrazion studying the god he saw, finding little about his new patron. But if she ate dreams and favored nightmares, then that was the route to contact. He began to study the mind, how it works and how to manipulate it. Along with intellectual research, he studied dark magics that could help influence the brain as well. This research did lead to a lack of training and being perceived as weak to his peers, despite how effective he was the few times he would still venture out on any raids. In his last year with his clan, talk was spreading on who of the young dragonborn would be rise to be the new leader of the clan. Altrazion was unconcerned, preparing to venture out into the world to further his study. The day he was to leave, the strongest of his generation stopped him at the gates, challenging him to combat in effort to make himself look even stronger and bolster his chances to rule. Altrazion did not answer him, but the brute charged still. His lesser mind was easy to warp, and Altrazion left the village with the would-be leader left as a gibbering mess on the ground without ever touching him, mind broken beyond repair. A mild delay to his travels, but a wonderful test to his new goal. He would travel the land, spreading corruption through the minds of the people and creating nightmares for Dendar to feast on, so that he can speak to his deity once more to find the cause of her contact.
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