Maerilith

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Maerilith
Player Character
Maerilith's Portrait
Information
Full nameMaerilith "Mae"
RaceWinged Tiefling
ClassWarlock
Level2
AlignmentChaotic Neutral
Age27
StatusAlive
OccupationCartographer
Played ByCourtney

Character Description

TODO

How To Play

Personality

Character Sheet

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 12
Charisma 16

Experience: 888/900

Gold: ? Pre-Portal gold (still figuring out what was bought, will do before next session): 100 (-30 viol)(-15 C tools) (-1 map case) Post-Portal gold: 200gp

Magic Items: None

Starting Gear: Traveler's clothes, belt pouch, arcane focus (crystal - held by simple amulet), leather armor, scholar's pack, shortbow, dagger x2, quarterstaff Additional Pre-Portal Items: Viol, Cartographer's Tools, Map Case, To be continued before next session... Post-Portal Items: Pebble Pointer #1 (M) (Ignar has #2 in his locker), Teleportation Cube (M), minotaur horns (x2) ? (or did someone else take these?)

Cantrips

Prestidigitation - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Eldritch Blast - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

1st Level Spells

Faerie Fire - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Sleep - This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

Hex - You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

Story

Before the Portal

After the Portal