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- Roscoe Holt lvl 6 Infernal Sorcerer.
- HP: 39
- AC: 14 (W/Mage Armor.)
- Dark-vision 60'
- Meta-magic Points: 6
- Meta Feats: Empowered, Quickened.
- STR:10
- DEX:12
- CON:14 +4 Save.
- INT:16
- WIS:10
- CHA:16 +5 Save.
- Skills: Deception +9, Persuasion +7, Arcana +5, Sleight o. Hand +4.
- Tools: Herbalism Kit +5 (Expertise), Alchemist Kit (Expertise) +8,
- Spells
- DC:14 To Hit:+6
- Can.: Firebolt, Create Bonfire, Control Fire, Friends, Vicious Mockery (+Cha Damage), Dancing Lights.
- 1: Charm Person, Mage Armor, Shield, Burning Hands, Disguise Self.
- 2: Enthrall, Scorching Ray, Enhance Ability, Alter Self.
- 3: Fireball, Counterspell, Major Image.
- Class Feats:
- Infernal Mark:
- At 1st level you gain the ability to speak, read and write Infernal. Additionally whenever you make a Charisma check when interacting with Devils your proficiency bonus is doubled if it applies to the check.
- Devil's Sight:
- At 1st level you gain the ability to see normally in darkness, both magical and non magical, to a distance of 120 ft.
- Hellfire Invocation:
- At 6th level and higher whenever you cast a spell that deals Fire damage you may spend 1 Sorcery point, this has the following effects depending on the subjects resistance or immunity to Fire damage.
- If the target has Immunity to Fire damage, they are treated as having Resistance to Fire damage.
- If the target has Resistance to Fire damage, this Resistance is ignored.
- If the target has no Immunity or Resistance to fire damage they take additional Fire damage equal to your Charisma modifier.
- Feats:
- Flames of Phlegethos:
- +1 to Intelligence.
- Re-roll 1s on fire damage dice.
- Whenever you cast a fire spell you cause flames to wreathe you until the end of your next turn. The flames shed bright light out to 30 feet and dim light for another 30 feet. Any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
- Infernal Constitution:
- +1 Constitution.
- You have resistance to cold damage and poison damage.
- You have advantage on saving throws against being poisoned.
- Silver-Tongue:
- +1 Charisma.
- Prof. in Deception. Double Prof. if already Prof.
- Replace one attack during your attack action for a Deception roll vs one humanoid's Insight roll. If success then you don't provoke Opp. attacks from it plus your attacks have advantage until the end of your next turn or you use this on another target. If you fail you have to wait 1 hour to try again.
- Diplomat:
- +1 Charisma.
- You gain proficiency in Persuasion. If already proficient, add double your proficiency to checks made with it.
- If you spend 1 minute talking to someone who can understand you, make a Persuasion check contested by the creature’s Insight. If you're fighting it, your check fails. If you succeed, the target is charmed by you if it's within 60 feet of you; it's charmed for 1 min.
- Alchemist
- +1 Intelligence
- Prof. with Alchemist's supplies. Double Prof. if already Prof.
- Identify a potion as an Action. You need line of sight.
- Over a short/long rest you can boost a Potion of Healing. If the Boosted potion is consumed within an hour of it's crafting then the drinker gets max healing.
- Craft List:
- Scrolls: Gold is 300 x Spell Level/ Time is 8 hours x Spell Level
- Level Gold Time
- Cantrip: 100G 4 Hours.
- Level 1: 300G 8 Hours.
- Level 2: 900G 16 Hours.
- Level 3: 2700G 24 Hours.
- Bomb(1): 1400G, 1 day.
- Acid Vial(5): (Acid vial Price), 4 hours.
- Alchemist Fire(5): (Alchemist Fire Price), 2 hours.
- Smoke Grenade(5): (Smoke Stick Price), 1 hour.
- Potion of Healing (2d4+2) 2/day. 25G to make.
- Greater Potion of Healing (4d4+4) every 3 days. 100G to make.
- Superior Healing Potion (8d4+8) 1/week. 1000G to make.
- Supreme Healing Potion (10d4+20) 1 month. 5000G to make.
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