Jump to content

Raven Runa'atek, Human Warlock 1, Wizard 10


BobtheWizard

Recommended Posts

Raven Runa'atek

Paranoid Halruaa Wizard

spacer.png

"The truth, when you finally discover it, is always far worse than your darkest fears."

character sheet

 

WARLOCK 1 / WIZARD 10

Medium humanoid male (human), lawful neutral


Armor Class 20

Hit Points 91 (8 level 1 + 39 rolled) +22 CON +22 Tough
Speed 30' ft.


Senses  darkvison 60' (from goggles)

Languages common, infernal, deep speech

Proficiency Bonus +4

 

ABILITIES & SKILLS 

Proficiency Bonus: +4

Strength 6 (+0)
Save +0
Athletics -2


Dexterity 12 (+1) 
Save +3
Acrobatics +1 | Sleight of Hand +1 | Stealth +5


Constitution 14 (+2)
Save +8 (adv. on concentration saves)
No skills associated.


Intelligence 20 (+5)
Save +7
Arcana +9 | History +9Investigation +9 | Nature +5 | Religion +5


Wisdom 12 (+1)
Save +7
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +5 | Survival +1


Charisma 14 (+2) 
Save +8
Deception +2 | Intimidation +2 | Performance +2 | Persuasion +2

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools none
  • Instruments none
  • Weapons simple weapons
  • Armors medium armor, shields

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Evocation) | Sculpt Spells | Potent Cantrip | Empowered Evocation


WARLOCK ABILITIES

Hexblade's Curse | Hex Warrior


RACIAL TRAITS

+1 INT, +1 Str | One Feat, One Skill


FEATS and ASI

Resilient Constitution (race) | Warcaster (background) | +2 INT (4) | Toughness (8)

 

ACTIONS

WEAPONS

  • Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60)

AT-WILL COMBAT SPELLS

  • Chil Touch 120' +11 to hit for 3d8 necrotic damage and can't regain HP until start of my next turn
  • Minor Illusion 30', 5' cube image of object, or sound from whisper to scream
  • Acid Splash 60' two targets in 5', DC17 Dex save for half

 

SPELLS

SPELL SLOTS 5/5 (1st), 3/3 (2nd), 3/3 (3rd), 3/3 (4th), 2/2 (5th)

  • Warlock - Spell Save DC: 14 | Spell Attack Mod: +8 | Spells Known: 2
  • Wizard - Spell Save DC: 17 | Spell Attack Mod: +11 | Spells Prepared: 15

CANTRIPS (Warlock)

Minor IllusionIllusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

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

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
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.


CANTRIPS (Wizard)

Chill TouchNecromancy cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
| Acid Splash | Message | Mold Earth


FIRST LEVEL (Warlock)

Armor of Agathys | Shield (R)


FIRST LEVEL (Wizard)

Absorb Elements (R) | Magic Missile | Tasha's Hideous Laughter


SECOND LEVEL (Wizard)

Misty Step (B) | Shatter | Vortex Warp


THIRD LEVEL (Wizard)

Counterspell | Dispel Magic | Fly (C) | Nondetection


FOURTH LEVEL (Wizard)

Dimension Door | Sickening Radiance (C) | Vitriolic Sphere


FIFTH LEVEL (Wizard)

Dawn (C) | Wall of Stone (C)

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Alarm (rit) | Detect Magic (rit)1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| Comprehend Languages (rit)1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
| Identify (rit)1st-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
| Find Familiar (rit)1st-level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


SECOND LEVEL (Wizard)

Augery (rit) | Continual Flame


THIRD LEVEL (Wizard)

Leomunds Tiny Hut (rit) | Phantom Steed (rit) | Water Breathing (rit)


FOURTH LEVEL (Wizard)

Divination (rit)


FIFTH LEVEL (Wizard)

Rary's Telepathic Bond (rit)

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (rit) Ritual

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (56.26 lbs.)

  • Weight: 56.26 lbs. / 90 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.26 lbs.)

Copper: 10 | Silver: 10 | Gold: 93 | Obsidian: 0 | Platinum: 0

(113 Coins x .02 lbs. = 2.26 lbs. Total Weight)


EQUIPMENT READIED (29 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (26 lbs.) Adamantine Breast Plate 20 lbs. (900gp), Shield +1 6 lbs. (400), Winged Boots*
  • Weapons (1 lbs.) Dagger - 1 lb. 
  • Readied Items (2 lbs.) Staff of Power* | Sunburst Pendant with 5th level Continual Flame (150gp) | Goggles of the Night (400gp) |

EQUIPMENT STORED (25 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (20 lbs.) Backpack - 5 lbs. | Bag of holding 15 - lbs (500gp) | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen |  Rations x 5 - 10 lbs. | Find Familiar Spell Components (100gp) | Pearl (100gp) | Statuette (1500gp) | Tuning Forks (Material and Elysium, 500gp) | Silk Rope - 5 lbs. | Bedroll & Blanket - 10 lbs.
  • Strapped to Backpack (5 lbs.) Waterskin - 5 lbs. | 

EQUIPMENT NOT CARRIED (--)

  • At Home normal house stuff that wouldn't be helpful for adventuring

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Goggles of the Night (400)

Adamantine Breast Plate (900)

Shield +1 (400)

Bag of Holding (500)


ATTUNED (1/3)

Staff of Power (very rare)

Winged Boots (common)

 

 

APPEARANCE

Age 23 | Height 5' 8" | Weight 140 lbs. | Hair Black| Eyes Dark Brown | Complexion Pale


Raven is slight and pale, like he hasn't eaten enough for a long time. He is always looking around, expecting danger around every turn. 

He is generally pleasant with those he trusts, but he trusts so few. With others, he is not hostile but is suspicious and sometimes quiet. However, even with strangers, he gets excited talking about his theories and investigating new clues. He often picks things up and assumes they have a significance that they do not, but sometimes he is right. He considers most others to be naive for not believing all of his theories. 

He rarely sits still, always trying to find another way to keep safe, thinking maybe one more alarm spell will help, or maybe we need two guards instead of one. Eventually he collapses and falls asleep.

He can be prone to outbursts of anger, losing his temper especially when people don't believe him.

 

BACKGROUND

SAGE - DISCREDITED RESEARCHER
Source PHB


  • Personality Traits: I'm convinced that people are always trying to steal my thoughts.
  • Ideals: I connect everything that happens to me to a grand, cosmic conspiracy.
  • Bonds: I have discovered the truth about the conspiracy. They will stop at nothing to silence me.
  • Flaws: Unlocking an ancient mystery is worth the price of a civilization. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons.

Background Feature: Researcher


BACKSTORY

Raven is the son of two high ranking ambassadors from Halruaa, both of whom were talented wizards. Five years ago, while they were in Elturel, they disappeared. There were no leads, and no one saw anything. Raven was heartbroken and moved in with his aunt and uncle, a powerful member of the ruling council of Halruaa. He finished wizard school and then worked as a low level bureaucrat and researcher in Halruaa, studying magic, politics, devils, great old ones, and crime. His job was to put together information to prevent invasions and uprisings, but he spent much of his time researching where his parents might have gone. 

He was unable to find the reason, until he made a deal with a library imp who was willing to betray his bosses. The imp gave him the information he needed, and all he had to do in return was use his black dagger to cut out the eyes of the first humanoid he kills. He's never killed anyone, so doesn't think he'll even need to pay his end of the bargain.

The imp gave him information and proof. His parents had been traded to Asmodeus by his uncle, who was working with a coterie of wizards and devils to overthrow Halruaa so that he could rule. When Raven learned that the devils were planning overthrow Halruaa, he took this information to his superiors. However, with nothing more than Raven's scribbled notes, none of his superiors were willing to accuse his powerful uncle of such a heinous crime. Instead of listening to him, they had Raven fired and discredited. Now his uncle is trying to hunt him down. His uncle's co-conspirators are following him, and Raven has had several narrow escapes. He's on the run and needs to rescue his parents.

He has a book with "proof" of the conspiracy, letters and flyers supporting his claims, and pictures and lists of likely conspirators, complete with lines connecting them.  After he was discredited, he then took his book to Zythan Avoste, who, while not sure if Raven's details are right, is at least willing to let Raven investigate, and help if he can.

NPCs

Parents, Draven and Calita Runa'atek - trapped in Hell

spacer.png

Raven's Uncle, Silas Runa'atek - hunting for Raven

spacer.png

 

 

Edited by BobtheWizard (see edit history)
Name
Stats 1
10,13,10,9,10,12
repeat(drop(4d6,lowest),6) 2,2,3,5,2,3,5,5,1,1,3,6,1,1,2,6,1,2,4,4,2,2,5,5
Stats 2
17,13,12,14,12,5
repeat(drop(4d6,lowest),6) 2,5,6,6,2,4,4,5,2,2,5,5,1,3,5,6,2,2,5,5,1,1,2,2
Hit points - levels 2-11
36
10d6 4,4,3,2,4,4,5,3,4,3
reroll 2
5
1d6 5
Link to comment
Share on other sites

Raven (Warlock 1/ Wizard 10)spacer.png


AC: 20 | HP: 91/91 | Initiative: +1 | Passive Perception: 15 | FeaturesSpell Slots,
1st: 5 / 5 (1/SR)
2nd: 3 / 3
3rd: 3 / 3
4th: 3 / 3
5th 2 / 2

Hit Dice: 1/1d8 + 10/10d6
Arcane Recovery: 1 / 1 LR (5 levels)


Raven wakes up in his bed hearing people talking downstairs. Who is talking? It's still dark. Who could be up at this hour? The protective barrier is still up. The alarm didn't go off. Maybe my uncle's spies have found me. I better go check and make sure everything is ok.

He gets out of bed, puts on his armor and lets the magic protective force barrier drop around his room as he leaves. It must be early morning by now. He feels pretty rested. He refreshes the protection on his mind and heads down the stairs. Upon seeing the crowd of strangers gathered, he flinches and fights the urge to flee. Slow down. Act normal. Let's give this a chance. He greets everyone as he walks into the room.

"Good morning. What is everyone doing up this early?"


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Edited by BobtheWizard (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...