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  1. Talgan Morzoth
  2.  
  3. Character Concept
  4. I'm Talgan Morzoth, warlock detective for hire. You can find my office in Terminus, merchant's row. If you've got something that's weird, or spooky, then it might be time to hire a private investigator that knows a thing or two about spooks and ghosts.
  5.  
  6. Background
  7. Haunted One
  8. You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and flee from it, to no avail. This thing that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you.
  9.  
  10. Harrowing Event
  11. You opened an Eldrich tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.
  12. Personality Trait
  13. I don't talk about the thing that torments me. I'd rather not burden others with my curse.
  14. Ideals
  15. I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
  16. Bonds
  17. There's evil in me. I can feel it. It must never be set free.
  18. Flaws
  19. I have certain rituals that I must follow every day. I can never break them.
  20.  
  21. Class: Warlock
  22. Level: 5
  23. Experience Points: 6,500
  24. Alignment: Chaotic Good
  25. Pact: Yogg-Sothoth
  26.  
  27. HP 38
  28. AC 13
  29. Initiative +0
  30. Speed 30ft
  31.  
  32. Attack
  33. Rapier (Pact Weapon) 1d20+3, 1d8+1, finesse
  34. Dagger 1d20+3, 1d4+1 finesse, light, thrown (range 20/60)
  35.  
  36. Spells
  37.  
  38. Cantrips
  39. Eldrich Blast (2 beams) 1d20+7 1d10+4
  40. Mage Hand (10 pounds, 30 feet, 1 minute)
  41. Thaumaturgy (1 per long rest racial)
  42. Message
  43.  
  44. 1st
  45. Armor Of Agathys (5 temp hp, 5 chill touch damage)
  46. Arms of Hadar (Self: 10 ft radius. Strength save half, 2d6 necrotic, can't take reactions. 1d6 for each additional spell level.)
  47. Hellish Rebuke (2d10 reaction) (1 per long rest racial + known)
  48.  
  49. 2nd
  50. Invisibility (1 hour, Concentration)
  51. Shatter (Range 60 ft, 10 foot radius, Constitution save. 3d8 thunder damage on fail, half success.)
  52.  
  53. 3rd
  54. Hunger of Hadar (20 foot radius of darkness. 2d6 cold start of turn, Dexterity saving throw -- 2d6 acid end of turn)
  55. Fly (Fly speed 60 ft, 10 minutes)
  56.  
  57. Proficiency Bonus +3
  58.  
  59. Strength 10 (+0)
  60. Dexterity 12 (+1)
  61. Constitution 15 (+2)
  62. Intelligence 10 (+0)
  63. Wisdom 10 (+0)
  64. Charisma 18 (+4)
  65.  
  66. Saving Throws
  67. - Wisdom
  68. - Charisma
  69.  
  70. Skills
  71. - Investigation
  72. - Intimidation
  73. - Arcana
  74. - Survival
  75.  
  76. Languages
  77. - Common
  78. - Dwarvish
  79. - Undercommon
  80. - Deep Speech
  81. - Infernal
  82.  
  83. Features
  84. - Darkvision (60 ft)
  85. - Hellish Resistance: (Fire Resist)
  86. - Infernal Legacy (Charisma):
  87. - Level 1 thaumaturgy
  88. - Level 3 hellish rebuke (once per long rest)
  89. - Level 5 darkness (once per long rest)
  90. - Pact Magic: Great Old One
  91. - Pact Boon: Pact of the Blade
  92. - Devils Sight: You can see normally in darkness, magical and nonmagical to 120 ft.
  93. - Agonizing Blast: Add Charisma modifier to Eldrich Blast
  94. - Repelling Blast: When you hit a creature with eldrich blast, you can push the creature up to 10 feet away from you in a straight line.
  95.  
  96. Proficiencies
  97. Armor: Light armor
  98. Weapons: Simple weapons
  99. Tools: Gaming (Dragonchess), Thieves Tools
  100.  
  101. Equipment:
  102. Monster Hunter's Pack:
  103. Chest, Crowbar, Hammer, 3 wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, 3 torches
  104. Scholar's Pack:
  105. Backpack, Book of lore, bottle of ink, ink pen, 10 sheets of parchment, a little bag of sand, a small knife
  106. Thieves Tools:
  107. A small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
  108.  
  109. Dragon Pendent: A broken pendent of a silver dragon that's always cold to the touch.
  110. Component pouch (leather, made from human skin)
  111. Leather armor
  112. 4 daggers
  113.  
  114.  
  115. Spells:
  116. Cantrips
  117.  
  118. Eldrich Blast
  119. V, S
  120. Range: 120 feet
  121. 1d10 force damage
  122. 2d10 at 5th. 3d10 at 11th. 4d10 at 17th. Each beam can hit different targets.
  123.  
  124. Mage Hand
  125. V, S
  126. Range: 30 feet
  127. Duration: 1 minute
  128. Hand must remain within 30 feet of the caster. You can use an action to manipulate the hand. The hand can move 30 feet per action. Carry capacity 10 pounds.
  129.  
  130. Message
  131. V, S, M (short piece of copper wire)
  132. Range: 120 feet
  133. You point your finger toward a creature within range and whisper a message. The target hears the message and can reply in a whisper. You can cast the spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thing sheet of lead, or 3 feet of wood blocks the spell.
  134.  
  135. 1st Level
  136.  
  137. Armor Of Agathys
  138. V, S, M (a cup of water)
  139. Duration: 1 hour
  140. 5 temporary hit points. On melee hit, if you have these hit points, the enemy takes 5 points of cold damage.
  141. At Higher Levels: Increase temporary hit points and damage dealt by 5 points per spell level.
  142.  
  143. Arms of Hadar
  144. 1st-level conjuration
  145.  
  146. Casting Time: 1 action
  147. Range: self (10-foot radius)
  148. Components: V, S
  149. Duration: Instantaneous
  150. You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, and sufferes no other effect.
  151. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  152.  
  153.  
  154. Hellish Rebuke
  155. V, S
  156. Range: 60 feet
  157. Casting Time: 1 reaction, which you take in response to being damage by a creature within 60 feet of you that you can see.
  158. You point your finger and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
  159. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d10 for each slot above 1st.
  160.  
  161. 2nd Level
  162.  
  163. Invisibility
  164. 2nd-level-illusion
  165. Casting Time: 1 action
  166. Range: Touch
  167. Components: V,S,M (an eyelash encased in gum arabic)
  168. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
  169. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  170.  
  171. Shatter
  172. 2nd-level evocation
  173. Casting Time: 1 action
  174. Range: 60 feet
  175. Components: V,S,M (A chip of mica)
  176. Duration: Instantaneous
  177. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagicl object htat isn't being worn or carried also takes the damage if its in the spell's area.
  178. At Higher LEvels. When you cast this spell using a spell slot of 3rrd level or higher, the damage increases by 1d8 for each slot level above 2nd.
  179.  
  180. 3rd Level
  181.  
  182. Dispel Magic
  183. 3rd-level abjuration
  184. Casting Time: 1 action
  185. Range: 120 feet
  186. Components: V,S
  187. Duration: Instantaneous
  188. Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
  189. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
  190.  
  191. Fly
  192. 3rd-level transmutation
  193. Casting time: 1 action
  194. Range: touch
  195. Components: V,S,M (a wing feather from any bird)
  196. Duration: Concentration, up to 10 minutes
  197. You touch a willing creature. The garget 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 of the fall.
  198. 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 spell level above 3rd.
  199.  
  200. Hunger of Hadar
  201. 3rd-level conjuration
  202. Casting Time: 1 action
  203. Range: 150 feet
  204. Components: V,S,M (a pickled octopus tentacle)
  205. Duration: Concentration, up to 1 minute
  206. You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
  207. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
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