Thresh

Human, Criminal, Warlock [4]

Strength Dexterity Constitution Intelligence Wisdom Charisma
7 [-2] 12 [+1] 15 [+2] 10 [+0] 6 [-2] 16 [+3]
Grim_reaper.jpg
  • Traits:
    • Speed: 30ft
    • Size: Medium
    • Height: 6'
    • Weight: 180 lbs
    • Age: 56 years

Alignment: Neutral, Neutral
Experience: 3450
Wounds: 31 (4 x d8)
Saving Throws: Wisdom, Charisma
AC: 12 (Leather Armour [11] + Dex [1])

Proficiencies: [+2]
Weapons: Simple,
Armour: Light,
Skills:Stealth, Investigate, Medicine, Deception
Tools: Thieves' Tools,
Languages: Common,

Feats and Abilities:

Undying Patron:

  • Among the Dead:
    • You have advantage on saving throws against any disease.
    • Undead have difficulty harming you - If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
  • Pact of the Blade:
    • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5-feet from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Eldritch Innvocations:

  • Agonizing Blast: Add charisma modifier to Eldritch Blast damage.
  • Devil’s Sight: Can see in magical darkness and nonmagical darkness for up to 120ft.

Equipment:

Equipped:

  • Arcane focus [Black crystal pendant]
  • Leather armour
  • Set of black hooded clothes
  • Kelemvor's Scythe [Bonded, d8 magical slashing]

Carrying:

  • Backpack [a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, crowbar and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]
  • Thieves Pack [thieves tools, bag of 999 ball bearings, 10ft of string, bell, 5 candles, 2x crowbar, hammer, 10 pitons, hooded lantern, tinderbox, waterskin, 50 ft of rope]
  • Short sword
  • Silver Shortsword
  • Small black pipe which, when smoked, emits smoke in the shape of skills.
  • A book telling the story of a heroes rise and fall but the last chapter is missing. This is the story of Kelemvor Lyonsbane the mercenary.
  • Dice made from solid ice that never melt
  • Poorly drawn orcish maps
  • Pendant of dragon bone
  • Spyglass that always shows the world to be suffering violent storms.

Platinum 7
Gold 27
Silver 35
Copper 10

Inn Room:

  • Great axe [Holy Symbol]
  • Battle axe
  • Round Shield
  • Intricate Spear
  • Longsword
  • Leather Armour x 2
  • Hand axe
  • Chainmail
  • Traveller's Clothes

After the incident at Karse, more and more people were making the journey to larger cities in the hopes to find safety and security for their families. Most of the cities were quickly fit to bursting and had to drastically increase the price for entry, making it too expensive for all but the highest of nobles. This system saw the rise of many smugglers, still charging hefty prices, but competitive with those of the cities themselves. THRESH was a part of one of the more bountiful smugglers, but the success of the venture quickly led some of his crew to become drunk with power. On top of this THRESH had discovered that most of those brought into the cities illegally were leading lives of beggars and thieves since there was little to no work available due to overpopulation. THRESH sought council with his group, to request that they retire and leave this horrible business behind them, but they refused. THRESH left the group on bad terms, and his conscience led him to turn himself in and to betray his old company, giving the authorities the details of the next shipment of refugees. THRESH was taken in, and that night in the prison he was visited by a dark spirit Threshd Kelemvor. The spirit informed THRESH that the ship had not been stopped, but sunk, his crewmates, and a handful of refugees killed, and not only this but the blood was on THRESH’s hands. The spirit however said that this was the right way of things, the only balance that we can find is through the death of wrongdoers. Kelemvor handed over the weapon he wielded, a scythe wreathed in darkness. “serve me now, you will find meaning through the death of those not fit to live in this world”. THRESH used the scythe to break out of his cell that night, and from then on he used the scythe to kill those who do wrong.


Personality 1: The best way to get me to do something is to tell me not to do it .
Personality 2: I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Flaw: I will become the greatest thief that ever lived.
Bond: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.


Spellcasting

Spell Save DC = 13
Spell attack modifier = Proficiency bonus + your Charisma modifier

Spells Prepared: 5
Cantrips Known: 3

Spell Slots:
2nd Level:2

Cantrips Known:

  • Eldritch Blast:
  • Spare the Dying:
  • Green Flame Blade:
  • Friends:

1st Level Spells Known:

  • Blindness/Deafness:
  • Darkness:
  • Armour of Agathys:

2nd Level Spells Known:

  • Suggestion:
  • Invisibility:
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License