rakta: (Default)
𝒍𝒂𝒖𝒓𝒂𝒍𝒂𝒆. ([personal profile] rakta) wrote2011-08-13 03:41 pm

character sheet.

LAURALAE
Warlock, 10 / Druid 2
Haunted One
CLASS AND LEVEL
BACKGROUND
CONTACT
Eladrin Elf
Chaotic Neutral
N/A
RACE
ALIGNMENT
EXPERIENCE POINTS
STATS
STRENGTH
9 ( -1 )
DEXTERITY
12 ( +1 )
CONSTITUTION
14 ( +2 )
INTELLIGENCE
19 ( +4 )
WISDOM
14 ( +2 )
CHARISMA
20 ( +5 )
bonuses/saving throws
PROFICIENCY
+4
STRENGTH
-1
DEXTERITY
+1
CONSTITUTION
+2
INTELLIGENCE
+4
WISDOM
+6 β˜‘
CHARISMA
+9 β˜‘
13
+1
ARMOR CLASS
INITIATIVE
87
10d8 / 2d8
MAX HIT POINTS
HIT DICE
skills
acrobatics
+1
animal handling
+2
arcana
+8 β˜‘
athletics
-1
deception
+9 β˜‘
history
+8 β˜‘
insight
+2
intimidation
+5
investigation
+4
medicine
+2
nature
+4
perception
+6 β˜‘
performance
+5
persuasion
+5
religion
+4
sleight of hand
+1
stealth
+1
survival
+6 β˜‘
passive wisdom
16
other proficiencies & languages
β€” LANGUAGES: Abyssal, Common, Elvish, Infernal
β€” ARMOUR/WEAPONS: Longbow, Longsword, Shortsword, Simple Weapons, Light Armour
weapon
atk bonus
damage/type
+5
1d4+1 + 2d10 poison
features & traits

β€” Fey Presence Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 17) or become charmed or frightened by you (your choice) until the end of your next turn.

β€” Pact of the Tome Your otherworldly patron bestows a gift upon you for your loyal service. Your patron gives you a grimoire called a Book of Shadows that grants you additional cantrips that don't count against your number of cantrips known. If you lose the book, you can perform a 1-hour ceremony to receive a replacement during a short or long rest.

β€” Misty Escape Once per short rest, when you take damage, you can use your reaction to turn invisible and teleport up to 60 ft. to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

β€” Beguiling Defences You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature, unless it succeeds on a WIS saving throw (DC 17), for 1 minute or until the creature takes any damage.

β€” Cursed Palms Cursed by the Queen of Air and Darkness, your hands turn pitch black. When another creature touches your hands, they take 2d4 lightning damage. You also take 2d4 psychic damage.

eldritch invocations
You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.

β€” BEAST SPEECH You can cast speak with animals at will, without expending a spell slot.
β€” MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot.
β€” BOOK OF ANCIENT SECRETS You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
β€” WISPERS OF THE GRAVE You can cast speak with dead at will, without expending a spell slot.
β€” ASCENDANT STEP You can cast levitate on yourself at will, without expending a spell slot or material components.

equipment
β€” ARMOUR OF NECROTIC RESISTANCE You have resistance to necrotic damage while you wear this armor.
β€” HEADBAND OF INTELLECT Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
β€” RING OF MIND SHIELDING While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.