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11:57, 27th April 2024 (GMT+0)

Markus

Markus Navarre, Level 12 Human Warlock
Alignment: Chaotic Good
Age: 17 years old Height: 5'11" Weight: 172lbs
Black hair and Dark Blue eyes
Faction: Harper Rank: (3) Brightcandle Renown: 10

Initiative: +4 (While Attuned to helmet)   Speed: 30ft, Swim 60ft  Vision: 180ft Darkvision (due to Goggles of Night boosting Devil's Sight Invocation)
HP: 99/99  Hit Dice: 12d8.
Base Stats:
STR 10(+0) DEX 14(+2) CON 17(+3) INT 12(+1) WIS 10(+0) CHA 20(+5)
AC: 25 (Environmental Survival Suit [+2 Mithral Half-Plate] plus Shield +2 and Staff of Power) [26 when using Blue Dragon Horn Pauldron instead of his Necklace.]
Prof Bonus: +4
Save Proficiencies: Con (3+4+2=9), Cha(5+4+2=11), Wis(0+4+2=6), +2 to all saves from Staff of Power +2 and advantage on saves vs breath weapons of 'dragons'
Resistant to: Fire and Cold damage.
Immune to: Frightened, Charmed, Disease, Poison, Poisoned Condition
Str Melee/Thrown Mod: 4+0= +4 (Assuming proficient)
Dex Finesse/Ranged Mod: 4+2= +6 (Assuming proficient)
Spell DC: [8+Proficiency+Cha]+2(Staff of Power)=19
Spell Attack: [Proficiency+Cha]+2(Staff of Power)=+11

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapon Proficiencies: All Simple
Languages Spoken: Common, Draconic, Telepathy 60ft (due to Markus' Amulet augmenting Awakened Mind:)
Tool Proficiencies: Disguise Kit, Viol, Alchemist Supplies [Learned via Training]
Feats: Moderately Armored human racial, Spell Sniper (Shocking Grasp) via quest reward, War Caster 4th level bonus, Eldritch Adept 8th level bonus, Resilient (Con) 12th level bonus
Trained Skills: Arcana (INT: +5), History (INT: +5), Deception (CHA: +9), Persuasion (CHA: +9), Performance (CHA: +9)
Due to armor: Advantage on swimming checks.

Familiar's Name: Elric
Species: Homunculus (Tiny Construct)
Armor Class: 13
Hit Points: 5/5 Hit Dice: 2d4
Speed: 20ft, fly 40ft (+10ft to movement types ([30ft, 50ft Fly] and flyby due to Necklace of the Agile Dragon)
Str 4 (-3), Dex 15 (+2), Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 7 (-2)
Damage Resistance to Psychic
Damage Immunity to Poison
Condition Immunities to Charmed and Poisoned
Senses: Darkvision 60ft, Passive perception 10
Languages: Understands Common and Draconic, but can't speak. Can speak and write Common due to the Language minor enchantment on his Greater Quickdraw Belt
Shared Mind: A Homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane.
Telepathic Bond: While the Homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Action: Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one creature. Hit: 1 piercing damage and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the savings throw fails by 5 or more, the target is instead poisoned for 1d10 minutes and unconscious while poisoned in this way.
As a Familiar: Elric acts independently of Markus and in combat rolls its own initiative and acts on its own turn. It can't use an action to attack, but can take other actions as normal. [When dropped to 0hp, a Familiar disappears leaving behind no physical form, it reappears only after the Find Familiar Ritual is cast again.]
As an action, Markus can dismiss the Homunculus familiar to a pocket dimension. As an action, while it is temporarily dismissed, Markus can summon the Homunculus so it reappears in any unoccupied space within 30ft of Markus.
Also, when the Homunculus is within 100ft of Markus and Markus casts a spell with the range of touch, the Homunculus can deliver the spell as if it had cast the spell using its reaction action. (If the spell requires an attack roll, Markus' attack roll is used.)
Wearing a Greater Quickdraw Belt, with its contents listed in the Forgotten Realms Narrator 'character description'. this item is enchanted with the Language (Common, can speak/understand/read/write)

Elric can breathe dragon's breath as per the spell (not a casting of the spell just the 'bonus action') at 2nd level once per short or long rest due to the Necklace of the Agile Dragon.

Warlock Features:
Otherworldly Patron: Mappo no Ryujin (Great Old One)
Awakened Mind: Markus' alien knowledge gives him the ability to touch the minds of other creatures. Markus can communicate telepathically with any creature he can see within 30ft. He doesn't need to share a language with the creature for it to understand his telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward: Markus has learned to magically ward himself against attack and to turn an enemy's failed strike into good luck for himself. When a creature makes an attack roll against Markus, he can use his reaction to impose disadvantage on that roll. If the attack misses, Markus' next attack roll against the creature has advantage if Markus makes it before the end of his next turn. Once used, this feature is recovered after finishing either a short or long rest.
Thought Shield: Markus's thoughts can't be read by telepathy or other means unless he allows it. He also has Resistance to Psychic damage, and whenever a creature deals psychic damage to Markus, that creature takes the same amount of damage that Markus does.
Pact Boon: Pact of the Tome (Gain 3 Cantrips from any class using Charisma as the caster stat while carrying this book. Can perform a 1-hour long ceremony to receive a new copy of this book if the old is lost or destroyed. This ceremony destroys the previous copy if it still exists. The book turns to ash when Markus dies.)
Invocations:
Eldritch Adept: Ghostly Gaze [As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spel). During that time,
you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.]
1: Agonizing Blast [Add Charisma modifier to damage for each Eldritch Blast.]
2: Book of Ancient Secrets [Gain 2 level 1 rituals from any class. Can add new rituals to the Book of Shadows if the spell's level is equal to or less than half Markus' warlock level rounded up {Currently maximum is Level 5}. For each level of the ritual spell, the transcription process requires 2 hours and 50gp for the rare inks required to inscribe it.]
3: Repelling Blast [When you hit a creature with Eldritch Blast, you can push the creature up to 10ft away from you in a straight line.]
4: Devil's Sight [You can see normally in darkness, both magical and nonmagical, to a distance of 120ft.]
5: Misty Visions [You can cast Silent Image at will, without expending a spell slot or material components.]
6: Gift of the protectors [A new page appears in your Book of Shadows. With Markus' permission, a creature can use its action to write its name on that page, which can contain a number of names equal to Markus' proficiency bonus (+4). When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until Markus finishes a long rest. As an action, Markus can magically erase a name on the page by touching it. The names on the page are: Markus, Lucy, Varis, Zerry.]

Pact Magic:
Cantrips Known: (Unlimited Use)
Spell Sniper: Shocking Grasp (Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: Instantaneous; Make a melee spell attack against target, with advantage if the target is wearing metal armor. On a hit, the target takes 2d8+2 lightning damage and can't take reactions until the start of its next turn.)
1: Eldritch Blast (Three Beams, each: +11; 1d10+7 Force Dmg; 240ft range [With Staff of Defense] each beam requires a separate attack roll and can be directed at different targets or the same target. Markus can choose to have each beam push a target 0 to 10 feet away from him, but a target can only be pushed once per Eldritch Blast.)
2: Minor Illusion (1 minute duration; 30ft range)
3: Prestidigitation (Range: 10ft, Components: V,S, Duration: up to an hour)
4: Create Bonfire (Components: V, S; Dexterity Save DC 18; 2d8+2 Fire damage; Range 60ft; Duration: Concentration, up to 1 minute; [With Staff of Defense] Creates a bonfire on the ground within range that fills a 5-foot cube. Creatures must save or take damage when cantrip is cast or when they either first enter the space on a turn or if a creature ends its turn in that space.)
Granted by Tome of Shadows
1: Guidance (Add 1d4 to any one ability check of the target's choosing before or after the die is rolled. Components: V, S; Range: Touch; Duration: Concentration, up to 1 minute)
2: Mending (Casting Time: 1 Minute, Instant duration; Touch range, Components: V,S)
3: Mind Sliver (Range: 60ft; Components: V; Intelligence save or suffer 2d6+1 Psychic damage and subtract 1d4 from the next saving throw made prior to the end of Markus' next turn.)
Great Old One Expanded Spell List: Pact Spells are automatically known and cast with a 5th Level Slot. (Via house rule)
1st Level: Dissonant Whispers, Tasha's Hideous Laughter
2nd Level: Detect Thoughts, Phantasmal Force
3rd Level: Clairvoyance, Sending
4th Level: Dominate Beast, Evard's Black Tentacles
5th Level: Dominate Person, Telekinesis
Spells Known: 11 Spells known, and has 3 Fifth Level Spell Slots, recovered on Short or Long Rest.
1: Hex (Cast time: 1 Bonus Action; Range 90ft; Components: V, S, M [the petrified eye of a newt]; Duration: Concentration, up to 24 hours; bonus action to switch to a new target on the round after previous target drops to 0 hit points.)
2: Counterspell (Casting Time: 1 Reaction; Range: 60ft; Components: S; Duration: Instantaneous; Reaction Trigger: When you see a creature within 60ft of you casting a spell.)
3: Invisibility (Range: Touch; Components: V, S, M [an eyelash encased in gum arabic]; Duration: Concentration, up to 1 hour; Target: Creature touched, can target up to 4 creatures.)
4: Hold Monster (Range: 90ft; Components: V, S, M [A small, straight piece of iron]; Duration, Concentration, up to 1 minute) {Targets 1 creature}
5: Dispel Magic (Range: 120ft; Components: V, S; Duration: Instantaneous)
6: Hunger of Hadar (Range: 150ft; Components: V, S, M, [a pickled octopus tentacle]; Duration: Concentration, up to 1 Minute)
7: Banishment (Range: 60ft; Components V, S, M [an item distasteful to the target]; Duration: Concentration, up to 1 Minute) {Targets 2 creatures.}
8: Cosmic Rifts (Casting Time: 1 Action; Range: Self; Components V, S; Duration: Concentration, up to 1 Minute)
You continually open, close, and shift cosmic rifts in a sphere with a radius of 60 feet centered on you. These rifts your adversaries treat everywhere within 60 feet of you as difficult terrain due to the gravitational distortions caused by these rifts as they hamper your adversaries. With your concentration the rifts will protect your allies. When an ally or an object would be hit by a ranged attack a small cosmic rift places itself in the ling of attack increasing the ally’s, or object’s AC by 5 (4+1) against that attack. If the attack misses, then once per turn, but no more than a number of times in one round equal to your Charisma bonus (5) you can use the rifts to try and deflect an attack that misses an ally or an object. You can choose a new creature or object within 120 feet of yourself to become the new target for the attack. Use the original attack roll to determine if the attack hits its new target.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, AC bonus increases by 1 each slot level above 4th.
9: Summon Aberrant Spirit (Range: 90ft; Components V, S, M [a pickled tentacle and an eyeball in a crystal vial worth at least 400gp]; Duration: Concentration, up to 1 Hour) Markus calls forth a spirit from the Far Realm or another alien realm of madness. This spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action. {Cast at 5th Level.}
10: Synaptic Static (Range: 120ft; Components: V, S; Duration: Instantaneous) Each creature within a 20ft radius sphere that has an Intelligence of 3 or more makes an Intelligence Saving Throw. A target takes 8d6+2 psychic damage on a failed save, or half as much on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time it rolls a d6 and subtracts the number rolled from all of its attack rolls, ability checks, and Constitution Saving Throws to maintain concentration. The target can make an Intelligence Saving Throw at the end of each of its turns, ending the effect on itself on a success.
11: Scrying

Mystic Arcanum (These spells can be cast once per long rest.)
6th Level:  Mass of Mappo no Ryujin
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a preserved tentacle or pseudopod from a creature and a sharp tooth)
Duration: Concentration, up to 10 minutes
        You create a mass of squirming, slippery, flexible, tangled dark green-blue pseudopods bristling with razor-sharp white teeth. The mass appears within range on a solid surface and lasts for the duration. You choose to make the mass up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The mass blocks line of sight.
        When the mass appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 piercing and psychic damage and is frightened of the mass, and not the caster, or half as much damage and not frightened on a successful save. While any creature is within the mass, it hears frightening whispers in a multitude of voices.
        A creature can move through the mass, albeit slowly and painfully. For every 1 foot a creature moves through the mass, it must spend 4 feet of movement. Furthermore, the first time a creature enters the mass on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 6d6 slashing and psychic damage and is frightened of the wall on a failed save, or half as much damage and not frightened on a successful one.
       A creature that starts its turn frightened of the mass will continue to be frightened until either the creature makes a Charisma save at the end of a turn or the mass vanishes when the spell ends.




Known Ritual Spells within the Book of Shadows: Alarm, Comprehend Languages, Ceremony, Illusionary Script, Detect Magic, Detect Poison and Disease, Speak with Animals, Tenser's Floating Disk, Find Familiar, Identify, Purify Food and Drink, Unseen Servant, Silence, Animal Messenger, Beast Sense, Locate Animals or Plants, Gentle Repose, Skywrite, Augury, Magic Mouth, Leomund's Tiny Hut, Water Breathing, Water Walking, Phantom Steed, Meld into Stone, Rary's Telepathic Bond

Background: Sage:
Specialty: Researcher
Feature: Researcher: When attempting to learn or recall a piece of lore, if Markus does not know that information, then he knows where and from whom the information can be obtained.

Traits: "There is nothing I like more than a good mystery." "I am willing to listen to every side of an argument before I make my own judgement."
Ideals: "No Limits. Nothing should fetter the infinite possibility inherent in all existence."
Bond: "I have been searching my whole life for the answer to a certain question." (However, I heard the answer is 42.)
Flaw: "Most people scream and run when they see a demon. I stop and take notes on its anatomy."

Armor: Half Plate & Shield
[17(Environmental Survival Suit See F.R. Narrator desc, 20lbs)+3(+1 Shield; 6lbs)+2(Dex)+1(Staff of Defense)=23 AC]
Gimble Turen's Spring-Spike Shield: (Uncommon rarity, no attunement) This +1 shields it grants Markus advantage on saving throws against the breath weapons of creatures that have the dragon type. Also, this shield provides Markus the following reaction: (Reaction: 5/rest: When Markus is hit by a melee attack within 5ft, Markus can as a reaction, fire a shield spike at the attacker which deals 1d6 piercing damage and 1d6 acid damage.)
Weapons:
Staff of Power (+6, 1d6+2 bludgeoning dmg, versatile 1d8 can spend a charge to add more dmg. See F.R. Narrator Desc.)  [3lbs]
Staff of Protection (Upgraded Staff of Defense) which is enchanted with the Projected Illusion enchantment (Which can create a harmless visual effect within 5ft of Markus that can be anything he desires for as long as he concentrates on the effect), which is Attuned (+5, 1d6+1 bludgeoning dmg, versatile 1d8)  [3lbs]
Dagger (+6, 1d4+2 piercing dmg; Throw Range 20/60; 1lb)

Equipment: (Weight Carried: 25/150lbs)
Markus' Necklace which is Attuned, which has been enchanted with the following: Guardian (+2 to initiative and to any Perception check that if failed would result in Markus being surprised in the first round of combat), Conscientious, Proud, and Wicked (which provide advantage on charm saves to resist compulsions that go against one or more of those qualities)
Within Handy Haversack (5lbs no matter what is within it)
[Main Pouch, 15/80lbs]:
  A Bedroll [7lbs]
  2 Costumes [8lbs]
[Left Pouch, 2.3/20lbs]:
  Hooded Lantern (2lbs)
  3 Flasks of Oil (18 hours in the lantern; 0.3lbs)
  Clockwork Songbird [-]
[Right Pouch, 17/20lbs]:
  Tinderbox (1lb)
  Mess Kit (1lb)
  5 days of rations [10lbs]
  A waterskin [5lbs]
Within Greater Quickdraw Belt (1lb no matter what is within it)
[Pouch #1, 15/20lbs]: (Tools)
  Viol (1lb)
  Disguise kit[3lbs]
  Healer's Kit (10 Uses left; 3lbs)
  Alchemist's Supplies (8lbs)
  Map of Faerun (Generic, only has major/popular locations on it.)
[Pouch #2, 1/20lbs]: (Ritual & Spell Components)
  Small bag of specially marked bones worth 25gp [Material Component for Augury Ritual]
  A Jeweled Horn worth 100gp [Material Component for Clairvoyance - Audio]
  A Glass Eye worth 100gp [Material Component for Clairvoyance - Visual]
  A pearl worth 100gp and an owl feather [Material Components for Identify]
  An undead eyeball encased in a gem worth 150gp[Material Component for Shadow of Moil]
  5 candles [-]
  A small wooden box with a ceramic bottom that holds a living worm with a head on each end of its body. [-;trinket]
  Clockwork Songbird [-]
[Pouch #3, 1/20lbs]: (Potion's and consumable's)
  2 Potion of Healing
  Bone scroll case containing
     Scroll of Darkness
     Scroll of Misty Step
[Pouch #4, 10/20lbs]: ('Weapon' pouch)
  Dagger [1lb]
  Broom of Flying (3lb)
  Staff of Power(when not carried) [3lb]
  Staff of Protection(when not carried) [3lb]
  Book of Shadows (-; Manifestation of Class feature, its appearance is somewhat like the Necronomicon from the Evil Dead series.)
Items being Worn
Periapt of Health which has the following Enchantments on it: Language (Giant) allowing Markus to Speak/Understand/Read/Write Giant, Silent Sounds (4 charges, regains 1d4 at dawn. Can produce a sound that can only be heard by up to 10 creatures within 600ft as long as the creature is not deafened), Sweet Dreams (Needs 1 hour less than normal to benefit from a Long Rest and immune to nightmares and no dream can affect his rest or state of wakefulness in the morning), and Waking (Markus' Perception checks are not penalized due to being asleep and Markus can choose to wake up if any creature of small or larger size moved next to him while he sleeps. Markus wakes up instantly as if shaken and is not surprised if this is the first round of combat)
Periapt of Proof Against Poison (-lb)
Goggles of the Night (-lb)
Cloak of the Manta Ray (-lb)
Ring of Water Walking (-lb)
Ring of Mind Shielding (Kept Invisible) (-lb)
Worn Traveler's Clothes (4lbs when not worn)
Harper Pin (hidden, - lbs)

Money:  See the Forgotten Realms Narrator's Character Description

Necklace Variant of Helmet of Telepathy: This is a variant of the standard helmet of telepathy that trades out the ability to place a suggestion once per day to instead amplify a Great Old One Pact Warlock’s Awakened Mind ability into being 60ft Telepathy and for the use of the Helmet’s Detect Thoughts ability to extend out to a range of 60ft instead of the normal 30ft. For anyone else, they simply gain the Awakened Mind ability that a Great Old One Pact Warlock would get, which only allows one-way telepathic communication unless the wearer of the helmet is using the Detect Thoughts ability and is focused on a single individual to have a telepathic conversation with that individual by relying on Detect Thoughts to hear the telepathic responses. This item is still uncommon and requires attunement to function. (Quirks are a +2 bonus to Initiative, and Attunement only takes 1 minute (instead of ten).) With the Forge of Spells, this enchantment has been shifted into a necklace.

ABERRANT SPIRIT (Cast at 5th Level)
Medium aberration
Armor Class 16 (natural armor)
Hit Points 50/50
Speed 30 ft., fly 30 ft. (Beholderkin only; hover)
STR 16 (+3) DEX 10 (+0) CON 15 (+2) INT 16 (+3) WIS 10 (+0) CHA 6 (−2)
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, understands the languages you speak
Proficency Bonus equal's Markus' bonus.
Regeneration (Slaadi Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
ACTIONS
Multiattack. The aberration makes two attacks.
Eye Ray (Beholderkin Only). Ranged Spell Attack: +10 to hit, range 150 ft., one creature. Hit: 1d8 + 8 psychic damage.
Claws (Slaadi Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d10 + 8 slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Psychic Slam (Star Spawn Only). Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 1d8 + 8 psychic damage.


Feat Notes
War Caster: You have Advantage on Constitution Saving Throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at that creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.