Alaric

Human [Variant], Performer [Gambler], Rogue [3- Thief], Warlock [1- Fiend]

Gambler.jpg
Str Dex Con Int Wis Cha
8 [-1] 18 [+4] 12 [+1] 13 [+1] 15 [+2] 18 [+4]

HP: 35 (4x D8 + Con)
Saves: Dexterity, Intelligence.
AC: 16 (Studded Leather [12] + Dexterity [+4])
Experience: 3455 (Next 5 at 6400)

Feats and Features:

  • By Popular Demand: If you can find a place to gamble, such as a tavern, inn or noble's court, you can make enough money to pay for your expenses. Still need to roll gamble to pay for your expenses.
  • Thieves Cant: You know a mix of symbols, jargon and slang that allows you to identify and contact other thieves and rogues.

Abilities:

  • Rogue [Thief]
    • Sneak Attack: [2D6] Do additional damage when allies are within 5ft of the target or when attacking with Advantage.
    • Expertise: Gain double proficiency in two skills (Deceive and Sleight of Hand).
    • Cunning Attack: May use Bonus Action to Dash, Disengage or Hide.
    • Quick Hands: Use Cunning Action to roll Sleight of Hand, use Thieves Tools or Use Objects.
    • Second Story Work: Climb at normal movement speed. Add Dexterity Bonus to jumping.
  • Warlock
    • Otherwordly Patron: Aesdurath, Fiend.
    • Pact Magic
    • Dark One's Blessing: When you reduce an enemy to 0HP you gain Temporary HP equal to your Charisma bonus plus Warlock level [5].
  • Lucky [F]
    • 3x Inspiration Dice per Long Rest.

Proficiencies: [+2]
Skills: Acrobatics, Deceive [Advantage], Perception, Performance, Persuasion [Advantage], Sleight of Hand [x2], Stealth.
Languages: Common, Dwarven.
Tools: Dice Set [x2], Card Set, Thieves Tools, Disguise Kit.
Weapons: Simple, Hand Crossbow, Longsword, Rapier, Shortsword.
Armour: Light.

Equipment:

  • Dagger Brace
    • 6x Daggers (D4; Piercing), 3x Silver Daggers (D4; Piercing)
    • Boots [2], Belt [2], Chest [3], Coat [1], Back [1]
  • Studded Leather Armour (12 + Dex)
  • Light Crossbow w/ 16 bolts (D8; Piercing; Two-handed, loading)
  • Small Chest
    • 2x Dice Set, 3x Card Set, Signet Ring, Rabbit's Foot.
    • Handkerchief from a former lover
  • Eyes of Aesdurath
    • Grants Dark Vision 60ft.
    • May cast Charm Person 3x per Long Rest.
    • Advantage on Persuasion and Deception tests when making eye contact.
  • Thieves tools
  • Lantern w/ 3 hours of lantern oil
  • Archaic Fine Quality Clothes
  • Backpack
    • Bedroll, mess kit, tinderbox, 9x torches, 11x rations, waterskin, 50ft of rope, tankard, whetstone, blank book, health potion (D4+4).

Currency:
Platinum 8
Gold 13
Silver 89
Copper 11

Betsy, auburn riding horse


  • Grew up in Hiraeth capital. Son of low nobility, more middling merchants than anything else.
  • Started running with a street gang and eventually got in trouble for stabbing a pickpocket. Was sent away by his family to Skarabrae.
  • Realised he was very lucky and started travelling up and down the west coast of Hiraeth betting at inns and living off his winnings.
  • Fell for a noblewoman whose father forbid their romance. She gave him a token before she was shipped off to Moonglow College to study magic.
  • Kept travelling but was getting increasingly restless and risky.

P1: I'm a hopeless romantic, always searching for that special someone.
P2: I change my mind as quickly as keys in a song.
Ideal: The world is in need of bold action (Chaotic Neutral).
Bond: I want to be famous, whatever it takes.
Flaw: I'm a sucker for a pretty face.

  • ?

Spellcasting

Spell Attack: +6
Spell Save: 14
Spell Slots: 1st [1]

Cantrips

  • Prestigitation
    • Action, 10ft
    • VS
    • Up to 1 hour.
    • This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
      • Create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
      • Light or snuff out a candle, a torch, or a small campfire.
      • Clean or soil an object no larger than 1 cubic foot.
      • Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
      • Make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
      • Create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Friends
    • Action, Self
    • SM
    • Advantage on Charisma tests on one target of your choice. When the spell ends the creature realises it has been Charmed and becomes hostile to you.

Level 1

  • Command
    • Action, 60ft
    • VS
    • 1 Round
    • You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
      • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
      • Drop. The target drops whatever it is holding and then ends its turn.
      • Flee. The target spends its turn moving away from you by the fastest available means.
      • Grovel. The target falls prone and then ends its turn.
      • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
  • Hex
    • Bonus Action, 90ft
    • VSM
    • Concentration, up to 1 hour
    • Deal an extra D6 necrotic damage to the target. Choose one Ability score, the target suffers Disadvantage on ability checks made with that ability.
    • If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
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