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>Arisys' background
>Naeris
>Naeris - Intro
>Niamh
>Rodan Thundershield
>Varaf the Magnificent
>Varaf the Magnificent - Intro
>maret

^Characters

>Sandcat RPG stuff >Princes of the Apocalypse >Characters >Varaf the Magnificent

Varaf the Magnificent
print layout
Class
Warlock
Race
Tiefling
Level
8
Background
Charlatan
Gender
Male
Alignment
Chaotic Good
Age
21
Height
1.80m
Eyes
Greenish blue
Weight
70 kg
Hair
Black
Str
Dex
Con
Int
Wis
Cha
8
14
14
12
10
20
-1
+2
+2
+1
+0
+5
Saving throws
-1
+2
+2
+1
+3
+8
AC
16
Initiative
+2
Speed
30
Hit Dice
8d8
Proficiency
3
Spell DC
16
Hit Points
TEMPORARY
CURRENT
MAXIMUM
59
Inspiration
 
XP
 14500
Skills
+2: Acrobatics (Dex)
+0: Animal Handling (Wis)
+4: Arcana (Int)
-1: Athletics (Str)
+8: Deception (Cha)
+1: History (Int)
+0: Insight (Wis)
+8: Intimidation (Cha)
+1: Investigation (Int)
+0: Medicine (Wis)
+1: Nature (Int)
+0: Perception (Wis)
+5: Performance (Cha)
+5: Persuasion (Cha)
+1: Religion (Int)
+5: Sleight of Hand (Dex)
+2: Stealth (Dex) - Armor gives Disadvantage
+0: Survival (Wis)
Race
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common and Infernal.
Class
Armor: Light armor
Weapons: Simple weapons
Otherworldly patron: Fiend
Pact of the tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.
Spell Slots: 2 slots at 4th level. 8 spells known
Expanded Spell List: The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells 1st level burning hands, command 2nd level blindness/deafness, scorching ray 3rd level fireball, stinking cloud 4th level fire shield, wall of fire 5th level flamestrike, hallow
Dark One's Blessing: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier (5) + your warlock level (minimum of 1).
Dark One's Own Luck: When you make an ability check or a saving throw, you can add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this, you can't use it until you finish a long or short rest.
Agonizing Blast: See eldritch blast.
Repelling Blast: See eldritch blast.
Devil's sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Misty Visions: You can cast silent image at will, without expending a spell slot or material components.
Background
Scheme: I put on new identities like clothes
False identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Tool proficiencies: Disguise kit, forgery kit
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Dagger
ATTACK
+5
DAMAGE
1d4+2
TYPE
Pierc
Dagger (thrown)
ATTACK
+5
DAMAGE
1d4+2
TYPE
Pierc
Equipment
GP: 985 + 2sp
Light crossbow + 20 bolts
arcane focus
a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. 50 feet hempen rope.)
Studded leather armor, Two daggers, Quarter staff
A set of fine clothes
a disguise kit and a signet ring of an imaginary duke
a belt pouch
a white vulture rider cloak
Book of Shadows
Scroll of skywrite
Scroll of beastbond
Scroll of Wall of Water
Gold mask worth 2000gp
2x hell hound collars
Lier (Marlos)
Robe (Marlos)
Gouden schaal (Elizar)
Scroll: Melfs Minute Meteors
Scroll: Wall of Sand
Scroll: Erupting Earth
Scroll: Dust devil
Scroll: Maximilian's Earthen Grasp
Scroll: Transmute Rock
Elven Chain
Magic Items
Magic hammer & chisel


 

Spells

Cantrips
Eldritch blast
Evocation cantrip
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 1dlO force damage (+ Cha mod( 5 ) because of Agonizing Blast invocation). When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. (because of repelling blast invocation) 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.
Blade Ward
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becom es magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or win dow to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
True strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
1st Level
Hellish Rebuke
(1/day at 2nd level because of racial ability) 1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
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. AtHigherLevels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Silent Image
At-will because of Misty Visions invoation.
1st-level Illusion
Casting time: 1 Action
Aange: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isnt accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

3rd Level
Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat
guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. AtHigherLevels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Hunger of Hadar
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute
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. 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.
Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet o f 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 o f 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.
Hypnotic pattern
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

2nd Level
Blindness/deafness
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. AtHigherLevels.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.
Suggestion
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Darkness
(1/day racial) 2nd-level 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. IF any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shatter
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
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 or metal has disadvantage on this saving throw.
A nonmagical object that isn' being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
4th Level
Banishment
4th-level 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 above 4th.

Dimension door
4th-level 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.

 


Background: Charlatan

Scheme:I put on new identities like clothes Personality Traits:
  • I'm the snappiest dresser of Waterdeep.
  • I have a joke for every occasion, especially occasions where humor is inappropriate.
Ideal:
  • Aspiration. I’m determined to make something of myself.
Bond:
  • A powerful person mobbed me and reminded my I come from a reviled raise. Some day I will have my revenge.
Flaw:
  • Underneath, I'd just like to be accepted and will go to great lenghts to be so.

Story


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