Alga Millcrest

Human, Inheritance, Warlock

Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 16 [+3] 14 [+2] 10 [+0] 12 [+1] 16 [+3]

Experience: 700 [Next 3 at 900]
Wounds: 17 [8+ Con]
Saving Throws: Wisdom, Charisma.
AC: 14 (Leather [11] + Dex [3])
Passive Perception: 11

Proficiencies: [+2]
Weapons: Simple weapons.
Armour: Light armour.
Skills: Arcana, Investigate, Nature, Half-Harp.
Languages: Common

Feats and Abilities:

  • Inheritance: Has the betrothal necklace of the family she was meant to marry into
  • Warlock:
    • Otherworldly Patron: The Archfey.
  • Fey Presence:
    • As an action, can cause each creature in a 10-foot cube originating from you to make a wisdom saving throw DC 13. Creatures that fail the saving throw are all charmed or frightened by you until the end of your next turn. Can only use this once per short and long rest.

Equipment:

  • Shortsword
    • D6; Slashing; Light
  • 2x Daggers
    • D4; Piercing; Light, Thrown [20]
  • Crossbow Light
    • D8 piercing, Range 80/320, loading, 2 handed
  • Well Worn Leather Pouch
    • Component pouch
  • Dungeoneer's Pack
    • Backpack
    • Crowbar
    • Hammer
    • 10 Pitons
    • 10 Torches
    • Tinderbox
    • 10 Days of Rations
    • Waterskin
    • 50 ft hempen rope
  • Family heirloom, an ornate pendant with an ivory bust of Gregory's grandmother

Platinum 0
Gold 15
Silver 0
Copper 0


Spellcasting

Spell Attack DC: +5 (Prof [2] + Stat [3])
Spell Save DC: 13 (8 + Prof [2] + Stat [3])
Spells Slots: 1st: 1

Eldritch Invocations:

  • Agonising Blast
    • Add your charisma bonus to the damage of eldritch blast
  • Book of Ancient Secrets
    • Chose any 2 1st level spells with the ritual tag and have them in my book of secrets. With the book in hand the chosen spells can be cast as rituals.
    • Alarm
      • You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    • Identify
      • You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Spells Known:

Cantrips: 2

  • Eldrich Blast
    • Action, 120 ft
    • VS
    • Ranged spell attack, on a hit deals D10 force damage
  • Mage Hand
    • Action. 30ft.
    • VS.
    • 1 minute.
    • Create spectral hand that can be controlled using an action, disappears if more than 30 ft away from caster. Can do things a regular hand can do but can't attack, activate magical objects or carry more than 10 pounds.

1st Level: 2

  • Sleep
    • Action. 90ft.
    • VSM.
    • Spell sends creatures into magical slumber, spell effects creatures within a 20 ft radius in order of ascending current HP. Roll 5D8 that is how much HP of creatures this spell can affect.
  • Armor of Agathys
    • Action, self.
    • VSM.
    • 1 hour.
    • Gain 5 THP, if a target hits you with a melee attack while you still have any THP they take 5 cold damage.
    • Arms of Hadar
      • Action, self (10 ft radius).
      • VS
      • Instantaneous
      • 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, but suffers no other effect.

Was betrothed to marry a young man in her village, although not entirely unhappy with the arrangement was never really sure how she felt about being used as a pawn for her house's standing. Started to hear voices from the Fionnghuala, told her that there was more to life than doing what is right for the family and creating heirs for a husband, told her to leave and never look back in exchange for a life with meaning and purpose. Alga left, but couldn't bear the idea of cutting all ties, so attempted to convince her husband to be to come with her. He refused, and out of spite Alga stole their betrothal necklace. Since then she has been wandering aimlessly, looking for adventure.

Acolyte:
Personality 1: I'm confident in my own abilities and do what I can to instil that confidence in others.
Personality 2: If someone is in trouble I'm always ready to lend a hand.
Ideal: People deserve to be treated with dignity and respect. [Good].
Flaw: The tyrant who rules my land will stop at nothing to see me killed.
Bond: I wish my childhood sweetheart had come with me to share in my destiny.

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