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D&D 5E: Adventurer Inc - Leah
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== Skills and Features== *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.
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