Galeron the Treacherous

Formally known as Bellamy Dangelo

Strength Dexterity Constitution Intelligence Wisdom Charisma
8 [-1] 16 [+3] 8 [-1] 13 [+1] 11 [+0] 20 [+5]
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Human, Entertainer, Warlock

  • Size: Medium [6’0”, 209 lb]
  • Speed: 30
  • HP: 39 (8 + Con Modifier) [+D8 (5) + Con per Warlock Level].
  • Level Proficiency: +4 [Level 9].
  • Saving Throws: Wisdom, Charisma.
  • Passive Perception: 10
  • AC: 17 (studded leather + dex + ring)
  • Exp: 53438

Traits and Features:

  • Pact of the Chain: Know find familiar and can cast as a ritual. Familiar can attack as an action. Pseudodragon.
  • Unholy Host: The body Bellamy's soul is occupying decays over time, unable to survive the destruction of its original soul.
    • Vulnerable to Radiant damage.
    • Body will decay over time and need to be replaced.

Proficiencies:

  • Weapon Proficiency: Simple weapons
  • Armour Proficiency: Light armour
  • Tool Proficiencies: Musical Instrument (Lute)
  • Languages: Common, Draconic, Abyssal
  • Skills: Arcana (Int), Acrobatics (Dex), Deception (Cha), History (Int), Performance (Cha)

Feats:

  • Spell Sniper:
    • Doubles the range of attack roll spells.
    • Ranged spell attacks ignore half and three-quarter cover.
    • Learn one attack roll cantrip [Fire Bolt].

Eldritch Invocations:

  • Agonizing Blast: Add Charisma modifier to Eldritch Blast.
  • Devil's Sight: See through magical and non-magical darkness for 120ft.
  • Repelling Blast: When hit with Eldritch Blast, move back 10ft in straight line.
  • Eldritch Spear: Increases range of Eldritch Blast to 300ft.

Spells
Cantrips:

  • Eldritch Blast: 600ft range; 2x attacks; D10+5 force.
  • Mage Hand: Floating hand, 30 ft range. Can carry 10 pounds. Can't activate magic items.
  • Minor Illusion: 5 ft cube limit.
  • Fire Bolt: 240ft range. 2d10 fire damage.

Level 1:

  • Armour of Agathys: 1 hour. +5 temp HP. If hit with a melee attack, attacker takes 5 cold damage. +5 HP per level over 1st.

Level 2:

  • Shatter: 60 ft range. Choose a point in range and each creature within a 10ft radius makes a con saving throw (spell save 14) or take 3d8 Thunder Damage. Successful saves takes half. Creature made of inorganic material (stone, metal, crystal) has disadvantage.

Level 3:

  • Vampiric Touch: up to 1 minute, concentration. On hit, 3d6 necrotic damage. Regain half that much HP. Higher levels add 1d6.
  • Fly: 10 minutes, concentration. Fly at 60ft.
  • Tongues: 1 hour. Touch a creature to make it understand any spoken language it hears. Any creature that knows at least one language can understand what it says
  • Remove Curse: On touch, all curses affecting one creature end. If applied to a cursed magical item, the curse remains but the attunement is broken so that it can be removed/discarded.

Level 4:

  • Blight: Range 30 ft. V, S. Con Save throw. On fail take 8d8 necrotic, or half on pass.
  • Dimension Door: 500ft. V. Teleport self to a place I can see, visualise or describe by stating distance and direction. Can bring objects up to carry weight, as well as one willing creature equal size or smaller also carrying up to carry weight. If occupied, spell fails and take 4d6 bludgeoning damage.
  • Elemental Bane: V, S. Conc. 1 minute. Choose creature within 90ft range and choose a damage type from acid, cold, fire, lightning or thunder. Target must succeed a Con saving throw or be affected for the duration. First time each turn the target takes damage of that type, they take an additional 2d6 of that type. Target also loses any resistance to chosen damage type.

Level 5:

  • Hold Monster: 90ft range, Concentration. Paralysed for 1 minute on Wisdom saving throw fail

Elemental Air Patron
Swift Wind: Advantage on Dex saving throws and acrobatic skill checks.
Fiend's Luck: Add 1d10 to an ability check or saving throw after seeing the initial roll, but before the effects occur. Reset after short/long rest.

Boon of Dendar:

  • Boon of the Liar: May pass one deceive test with a DC of 20 or lower once per long rest automatically.
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Equipment:

  • Windvane: An ornate and beautiful silver spear, the pure artistry of this weapon bewilders the mind. It is perfectly weighted and carvings of winds and storms run along its hilt.
    • Finesse +2 Spear. [Attune]
    • +2 to hit; D6+2 damage or D8+2 two handed. +D6 lightning damage.
    • Air Mastery:
      • Speak Auran.
      • Resist Lightning Damage.
      • Cast Dominate Monster [DC 17] on Air Elementals.
      • Gain Flaw*.
  • Plagis' Wand An adamantine and dragonbone wand of exquisite quality, it gives off a sensation of dread to any that look upon it.
    • Gives +2 to attack rolls with spells and spell saves
    • Deals an additional d6 necrotic damage
    • Grants 'History' as a proficient skill.
    • Desecrates Holy Water within 10ft.
    • Once a day can cast Circle of Death, resets at midnight
      • Targets within a 60ft radius take 8d6 necrotic damage on a failed save, half on a successful one.
      • Caster also takes d6 necrotic damage for each target
  • Adamantine Studded Leather: Fine elven leather armour, studded with a dark blue-steel metal
    • +1 Studded Leather, can’t be critted.
  • Pearl of Power: A small ring with a large black pearl
    • Can store a spell up to level 3 in there and cast it without using a spell slot. [Attune].
  • Ring of Protection: A simple silver ring with engraved runes of protection that flare with light when the wearer is hit with an attack.
    • +1 AC
  • Abyssal Book: A book bound in black leather and with pages made of vellum, it contains only the foul symbols and signs of the Abyssal language.
    • Contains the rituals necessary for a fledgling understanding of Lichedom.
  • White Feather Cloak:
    • Advantage when trying to inspire people
  • Green Dragonscale Cloak:
    • Resist Poison
  • Black earth mask painted gold
  • An old key
  • A lock of someone's hair
  • Disguise kit
  • Lute (damaged strings)
  • Light crossbow with 20 bolts
  • Backpack
    • Dendar and the Long Night: A banned volume Bellamy stole from the Leor library and used to first manifest his warlock powers
    • an ink pen
    • 7 sheets of parchment
    • little bag of sand
    • 10x bottles of ink
    • Bottled breath potion
    • small knife.
  • Arcane focus
  • Leather armour
  • 1 Healing Potion (2d4+2)
  • 1 giant diamond [worth 1000gp]
  • 15x4 rations
  • Simple wooden pipe
  • Cracked fire amulet
  • Ice bangles
  • Scroll Case:
    • Scroll of Shield of Faith [DC 11 Arcana] (+2 AC; Concentration, 1 minute)
    • Scroll of Message [DC 10 Arcana] (Send a whispered message)
    • Scroll of Wall of Water [DC 13 Arcana] (Concentration, 10 minutes)
      • Wall of water up to 30ft long, 10ft high and 1ft thick. Or a ringed wall 20ft in diameter and 10ft high. Wall is difficult terrain, disadvantage to shoot through, halves all fire damage passing through. Ice spells can freeze part of the wall. Wall has AC 5 and 15 HP when frozen.
    • Scroll of Earthbind [DC 12 Arcana] (DC 14 Str or bound by earth. Movement 0. Restrained. Concentration 1 minute)
    • Scroll of Beast Bond
    • Scroll of Identify
    • Scroll of Melf's Minute Meteors
    • Scroll of Wall of Sand
    • Scroll of Sequesta

Currency:
Platinum: 420
Gold: 1576
Silver: 1596
Copper: 588


Background:

Bellamy was a Jester in the Duke's Court of Leor. He was a charismatic and handsome performer, despite being considerably overweight. He considers himself a bit of a ladies man and constantly hits on others, even if he knows they're not interested. Due to him being ridiculously good looking, he was bullied by the other acts, causing him to eventually have a rude outburst in front of the duke and be ostracised from his court. Seeking revenge, he formed a pact with Dendar the Night Serpent to hopefully humiliate the other acts and redeem himself as the court jester.

Personality:
Trait: I'm a hopeless romantic, always searching for that special someone in a tavern brawl
Trait: I like a job well done, but I change my mood or my mind as quickly as I change key in a song so I'll try and convince someone else to do things for me
Ideal: I'm only in it for money and fame, so that I can one day own my own ship for some reason
Bond: I want to be famous whatever it takes, unless I can find a ship
Flaw: I have trouble keeping my true feelings hidden. My sharp tongue often lands me in trouble and I don't back down from an argument, especially if someone questions my courage.
*Flaw: I break my vows and plans. Duty and honour mean nothing to me.


Faux Puff

Pseudodragon Familiar

Strength Dexterity Constitution Intelligence Wisdom Charisma
6 [-2] 15 [+2] 13 [+1] 10 [+0] 12 [+1] 10 [+0]
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AC: 12
HP: 7
Skills: Perception + 3, Stealth +4
Attacks:

  • Bite: +4; D4+2
  • Sting: +4; D4+2; DC 11 Con or poisoned for 1hr. Roll of 6 or lower knocks falls unconscious for the same amount of time.

Traits:

  • Keen senses: Has advantage of Wisdom (perception) checks that rely on sight, hearing and smell.
  • Magic resistance: Advantage of saving throws against spells and other magical effects.
  • Limited Telepathy: Can communicate simple ideas, emotions and images telepathically with any creature within 100ft that can understand a language.
  • Senses: Blindsight 10ft., darkvision 60ft., passive perception 13

Languages: Common and Draconic, but can't speak.

Frederick the Riding Horse

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 10 [+0] 13 [+1] 2 [-4] 11 [+0] 7 [-2]

AC: 10
HP: 13
Speed: 60ft
Attack: Trample: +2; 2D4+2 Bludgeoning
Gear: Saddlebags, Saddle, Bit and Bridle

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