D&D 5E: Adventurer Inc - Leah

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Lady Leah d'Ors[edit]

Leah white.jpg

Sheet[edit]

  • Warlock 7
  • XP: 6500
  • Alignment: CG
  • PC
  • Titles/Holdings: Upscale townhome in Gold Quarter, Heiress to Chateau d'Ors
  • Background: Noble
  • Age: 22

Attributes[edit]

  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 17 (+3)

Attribute Bumps: +2 cha, +1 dex, +1 Con

Proficiency Bonus: +3

Skills and Features[edit]

  • Arcana +4
  • Deception +6
  • History +4
  • Insight +7
  • Perception +7
  • Performance +6
  • Persuasion +6
    • Italics indicate expertise granted by heirloom item

Languages:

  • Common (Dwarven Trade Tongue)
  • Elven
  • Celestial
  • Dwarven (High Dwarfish?)


Eldritch Invocations

  • 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 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. On your adventures, you can add other ritual spells to your Book o f Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
  • Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components.
  • Thief of Five Fates: You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.
  • Eyes of the Rune Keeper: You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Feats

  • Elemental Adept
    • Spells you cast ignore resistance to fire damage.
    • In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.


Healing Light: At 1st level, you have a pool of d6s that you can spend to heal others. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Radiant Soul: Starting at 6th level, you have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Position of Privelige: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Combat[edit]

  • AC 12 (15 most of the time)
  • HP 52
  • Hit Dice 7d8
  • Healing Light Dice 8d6
  • Movement Rate 30
  • Initiative Modifier +3
  • Attacks
    • Green-Flame Blade +2d8+3 fire (1d8+3 fire to secondary target) (min die 2, bypasses Resistance)
    • Primary Melee Attack: Shillelagh +6 1d8+3
    • Secondary Melee Attack: Quarterstaff +2 1d6-1
    • Primary Ranged Attack: Fire Bolt +6 2d10+3 Fire (min die 2, bypasses Resistance)
    • Secondary Ranged Attack: Sacred Flame (Reflex Save 14, no cover) 2d8+3 Radiant
    • Secondary Ranged Attack: Chill Touch +6 2d8 Necrotic

Darkvision 60+60 ft


Saves:

  • STR -1
  • DEX +2
  • CON +2
  • INT +1
  • WIS +4
  • CHA +6

Spells[edit]

Spells Known Spell Descriptions

  • Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Light, Sacred Flame, Fire Bolt, Shilleilagh, Chill Touch
  • Level 1: Cure Wounds, Guiding Bolt
  • Level 2: Invisibility, Mirror Image, Flaming Sphere
  • Level 3: Dispel Magic, Revivify
  • Level 4: Wall of Fire

Rituals:

  • Level 1: Illusory Script, Alarm

Spell Slots 2 L4

Spell Save DC 14 (8 + CHA 3 + Prof 3)

Heirloom spells:

  • Counterspell as reaction, 1/short rest; success creates an extra temporary spell slot
  • Clairvoyance 2/long rest

Equipment[edit]

Weapons

  • Staff
  • Club

Armor

  • Fashionable or durable robes

Magic Items

  • Book of the Ordeals of Eshkazim (her pact book)
  • Rope of climbing
  • 6 7hp healing potions

Heirloom

  • Faintly glowing banded amethyst amulet from her mother's travels
    • As long as you have possessed it, it has actively enhanced your senses when you wear it, granting an additional 60' of darkvision and increasing your natural physical and intuitive perceptiveness (double your proficiency bonus for Perception and Insight checks)
  • More recently you have found the necklace exhibiting properties it never used to.
    • As a reaction, when you are hit with a spell that specifically targets you, you can cast Counterspell as described in the PHB. If successful, your necklace becomes 'charged' with a bonus spell slot equal in level your natural warlock spell slots. This ability recharges with a short rest, but the stored spell slot vanishes at that time as well.
    • Note: For level effectiveness, assume that your current Spell Slot Level determines the level of spell you can automatically nullify as you level up. So right now that would be L3 as per the normal spell, but when your slot bumps to L4 the counterspell would function as if you were casting with a higher slot as in the description.
    • Additionally, twice per long rest you are able to cast the spell Clairvoyance.

Other Equipment

  • A set of fine clothes
  • A signet ring
  • A scroll of pedigree
  • A purse containing 50 gp
  • A component pouch
  • A scholar's pack

Background[edit]

Leah is the daughter of a human noble and a wandering elf adventurer, who settled down in her father's manor pretty much just long enough to raise her through early childhood and has only returned a few times a year since. Growing up, Leah longed to be an adventurer like her mother, but she never managed the strength to properly swing a sword or the mental focus to take up wizardry, so she resigned herself to a life of furthering her family's mercantile ambitions. But she still dreamed, and most of her spare income (that not devoted to keeping up her townhome, throwing parties, etc...) she spent acquiring curiosities rumored to have magic in them, but they all turned out to either be fake or just not that impressive. Until she finally found a tome that seemed ancient, bound in the hide of some rough beast but ornately gilded, and when she pored through it it spoke to her.

She was delighted to finally have a cursed tome to test herself against even as she drew power from it, looking forward to being a darkly alluring warlock (like the subjects of at least half of her more mundane book collection). But that was not meant to be, as instead she quickly realized that the being whose power was flowing through the tome was an entrapped celestial being. So much for being darkly conflicted... but she sure doesn't mind the radiant aura that settles over her now, or having made a pact with a being that wants her to go out and be heroic.

And being an adventurer now has definitely increased her standing at salon parties.


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