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COSMA LAREI

Female Rock Gnome Warlock 20


Awakening: Voidgazer 6
Chaotic Neutral
18,885/30 000 bonus meter

Size: Medium
Strength 10 (+0)
Height: 4’00”
Dexterity 14 (+2)
Weight: 40 lbs
Constitution 16 (+3)
Skin: Pale
Intelligence 16 (+3) Eyes: Violet
Wisdom 16 (+3) Hair: Grey
Charisma 22 (+6) Age: 68

Hit Points: 170/170


Speed: 25 feet
Inspiration: 0
Carry: 150 lb. Maximum
Spell save DC: 22

Cosma obtains 35/100 to FEAR +1

Proficiency bonus: +6
Initiative modifier: +2 = + 2 [dexterity]
Attack (handheld / thrown): +3 = + 0 [strength] + 5 [proficiency]
Attack (missile / finesse): +7 = +2 dexterity + 5 [proficiency]
Attack (spell) +1 = +5 charisma + 5 [proficiency]
0
Strength save: +0 = + 0 [strength]
Dexterity save: +2 = + 2 [dexterity]
Constitution save: +2 = + 2 [constitution]
Intelligence save: +3 = + 3 [intelligence]
Wisdom save: +9 = + 3 [wisdom] + 6 [proficiency]
Charisma save: +1 = + 5 [charisma] + 6 [proficiency]
0
Insight (passive): 15 (20 with advantage)
Investigation (passive): 20 (25 with advantage)
Perception (passive): 20 (25 with advantage)

Armor Class: 17 = 10 + 4 [armor] +2 [dex] +1 [magic item]


Magic Sickle +4 to-hit; 1d4+1 slashing
Crossbow, light [+2 to hit; 1d8+2 piercing, 6 lb, ammunition (range 80/320), loading, two-handed

Feats:
Observant +5 to passive perception and passive investigation.
Can read lips. +1 to Int.
Skilled Gain 3 skill proficiencies

Skill Name Key Skill Ability Trained Misc.


Abilit Modifie Modifie ? Modifier
y r r
Acrobatics Dex 2= +2 +0
Animal Handling Wis 3= +3 +0
Arcana Int 9= +3 +6
Athletics Str 0= +0 +6
Deception Cha 12 = +6 +6
History Int 9= +3 +6
Insight Wis 9= +3 +6
Intimidation Cha 12 = +6 +6
Investigation Int 9= +3 +6
Medicine Wis 3= +3 +0
Nature Int 3= +3 +0
Perception Wis 9= +3 +6
Performance Cha 6= +6 +0
Persuasion Cha 18 = +6 +6 Expertise
Religion Int 9= +3 +6
Sleight of Hand Dex 2= +2 +0
Stealth Dex 2= +2 +0
Survival Wis 0= +0 +0

Tools
*See the "Mounts and Vehicles" section.
Goods Cost Weight Proficiency
?
Artisan's tools
Tinker's tools 50 gp 10 lb. +2
Bottle of black ink -
Small knife -
Letter from a dead
colleague
Clothes 3 sp 3 lb
Mess kit 1 lb
Quill -
Backpack 5 lb
Crowbar 5 lb
10 torches 10 lb
10 pitons 2. 5 lbs
10 days rations 20 lbs
50 feet of rope 10 lb.
Waterskin 5 lb.

Gnome
Racial Traits
The description of each race includes racial traits that are common to members of that race. The following entries
appear among the traits of most races. Your dwarf character has an assortment of inborn abilities, part and parcel
of dwarven nature.
Ability Score Increase. Gnomes get +2 to Intelligence
Age. 40 is when gnomes are considered adults, and they can live many centuries.
Size. Small
Speed. 25 feet
Language. Common, Gnomish
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Subrace: Rock Gnome


Ability Score Increase. Your Constitution score
increases by 1.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally
apply.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp
worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours
(unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it;
at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier.
When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It
makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using
the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it
reaches the song's end or when it is closed.
Background: Sage

Proficiencies
Arcana, History
Languages
Primordial, Dwarvish
Equipment
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been
able to answer, a set of common clothes, and a pouch containing 10 gp
Feature. Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you
often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is
secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of
the multiverse can require an adventure or even a whole campaign.

Warlock
Hit Dice: 1d8
Hit Points at 1st Level: 10
Hit Points at Higher Levels: 7

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Investigation, Religion
Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Class Features
As a Warlock you gain the following class features:

Otherwordly Patron
Cthulhu is my homeboy. (Great Old One)

Awakened Mind: Telepathy out to 30 feet. Don’t need mutual languages.


Entropic Ward: 6th level. Can impose disadvantage on an attacking enemy. If they miss, next attack roll against
same creature has advantage. Recharges after short or long rest.
Thought Shield: 10th level. No one can read my thoughts unless I allow it. Resistance to psychic damage, and those
that deal it get the same amount back.
Create Thrall: Touch an unconscious person, get a brain slave. They are charmed until the ability is used again,
remove curse is cast on them, or charmed condition is removed. Can communicate with thrall telepathically as
long as they are on the same plane.
Pact Magic
You can cast spells. Spells are always cast at max level. Spell save DC is 8 + proficiency bonus + cha mod.

Eldritch Invocations
Goodies to make up for the shitty spellcasting.

Beguiling Influence: Proficiency in Persuasion and Deception.


Book of Ancient Secrets: Learn 2 1st-level spells as rituals, from any class list. Can learn future spells this way.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
Agonizing Blast: Add charisma to eldritch blast.
Witch Sight: Truesight for 30 feet.
Devil Sight: See in darkness up to 120 feet.
Eldritch Spear: 300 foot range for Eldritch Blast
Pact of the Tome:
Three free cantrips from any spell list, baby.

Mystic Arcanum:
11th level: Choose a 6th level spell. Can cast once per long rest without expending spell slot. 7th level spell at 13th
level, 8th at 15th, 9th at 17th level.

Eldritch Master:
At 20th level, can ask master to refresh all spell slots once per long rest.

Cantrips:

Mage Hand
Chill Touch
Prestidigitation
Mending
Fire Bolt
Minor Illusion

1st level spells


Detect Thoughts
Witch Bolt
Identify (Ritual)
Comprehend Languages (Ritual)
Skywrite (Ritual)
Floating Disk (Ritual)

2nd Level Spells


Invisibility

3rd Level Spells


Remove Curse
Sending
Gaseous Form
Fear
5th Level Spells
Dream
Scrying
Telekinesis
Dominate Person

6th Level
Eyebite

7th Level
Finger of Death

Awakening: Voidgazer 8
You have turned your back on the stars, and madness has gripped tightly around your brain. Upon finding relief,
you also find yourself changed.
You gain 2 sorcery points. You can have a maximum number of sorcery points at any given time equal to your
Awakening levels in the Voidgazer class plus your spellcasting ability modifier. Having or spending Sorcery Points
can be used to access powerfully abilities.
Psychic Nails: Whenever you make a successful spell or weapon attack roll, you can spend 1 sorcery point to deal
2d6 psychic damage to the target as a free action. At level 5, the damage is 3d6. At level 10, you can spend 2
sorcery points for 5d6 damage instead. At level 15, the damage is 4d6 for 1 sorcery point, and can spend additional
sorcery points to increase the damage by 2d6.

Induce Fear: You learn to infuse innocent-seeming words with insidious emotional magic that inspires terror within
the mind.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of
the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of
you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or
damaged, or until it witnesses its allies being attacked or damage.
If the target succeeds on its saving throw, it has no hint that you tried to frighten it.
This feature cannot be used unless you have at least 1 sorcery point. When using the ability, you may spend any
number of sorcery points to increase the DC to resist the frightened condition by 1 per point spent, even if this
would bring you to 0 sorcery points. You gain sorcery points back as normal after the ability is resolved.

Induce Fear:
When using Induce Fear, Cosma now gains 1 sorcery point per 5 HD of the target creature.

Speech Beyond the Grave


The Voidgazer may cast speak with dead without material components. You understand the target is saying, and it
understands your questions, even if you don't share a language or it is not intelligent enough to speak. You can
only cast this version of speak with dead once per long rest.

Whispers from between.


Whenever you finish a short or long rest, you gain one skill or tool proficiency of your choice, as ghostly presence
shares its knowledge with you. This proficiency lasts untily ou use this feature again.

Cosmic Omen. You conjure a tiny rift in the veil, displaying alien star maps to divine the future. Whenever you
finish a long rest, you can consult the rift for omens. When you do so, roll a d6. You gain one of the possible omens
based on whether you rolled an even or an odd number on the d6: Weal (even) Whenever a creature you can see
within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6
and add the number rolled to the total. Woe (odd) Whenever a creature you can see within 30 feet of you makes
an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number
rolled from the total. You can use your granted Cosmic Omen for the day a number of times equal to your Wisdom
modifer, and regain all expended uses on a long rest.

Full of Stars. While in your Umbral Form, you gain a number of starry motes equal to your character level. You can
fire a mote whenever you use the attack action, and may fire two additional motes as a bonus action after taking
the attack action. A starry mote deals 1d10 force, radiant, or necrotic damage, chosen when you fire the star. This
is a ranged spell attack.

Foci Inversion: Fear (+)/Kindness (-)


Causing Fear in enemies generates Sorcery 1 sorcery point per 5HD (minimum 1 point) of the creature to whom
you apply the condition to. This is the only way for Cosma to generate Sorcery points that she spends.
You can no longer cast Calm Emotions or spells that alter a creature's emotions in such a way that negative
emotion is suppressed, or positive emotion is generated. (This is a big umbrella so case-by-case judgement may be
necessary)

Level Proficienc Features Cantrips Invocations


y
Bonus
1st +2 Great Old One Pact, Awakened 2 -
Mind, Pact Magic
2nd +2 Eldritch Invocations 2 2
3rd +2 Pact Boon 2 2
4th +2 Ability Score Improvement 3 2
5th +3 3 3
6th +3 Entropic Ward 3 3
7th +3 3 4
8th +3 Ability Score Improvement 3 4
9th +4 3 5
10th +4 Thought Shield 4 5
11th +4 Mystic Arcanum (6th Level) 4 5
12th +4 Feat: Skilled 4 6
13th +5 Mystic Arcanum (7th level) 4 6
14th +5 Otherwordly Patron Feature 4 6
15th +5 Witch Sight 4 7
16th +5 Toughness 4 7
17th +6 4 7
18th +6 4 8
19th +6 4 8
20th +6 4 8
Class HP rolled Build Plan
Level 1: Class Name Hit Die Feat, Ability Increase
Level 2: Class Name Hit Die
Level 3:

Equipment
Weapons

Main Hand Light Crossbow 5 lb.


Off Hand - +0; see description section 0 lb, gp value
Weapon 3 +0 0 lb, gp value
Armor Apparel

Head Headband, Hat, Helmet See description 0 lb, gp value


Face
Torso Blouse, corset
Back
Throat Magic Shard Amulet
Arms Bead bracelets, wand sheathe Winter Wand
Hands Wool convertible gloves
Rings
Body Leather armour 10 lb
Waist Sash
Legs Kitten-heeled boots
Gear

Type Item Name What it does 0 lb, gp value


Tool Hacksaw, Superior Ignores hardness/metal; 2 1 lb. 20 gp
dam per rounds of sawing
+2 Staff Halfs
Coin
0 gp 2 million gold. Special Coins 0.1 lb
Total Gp value Weight

Allies & Organizations


House of Laws, baby.

Chief Scholar Murril Belophe


Belophe is: Rigid posture
Large Birthmark (Neck splotches)
Hooked nose
Tall, lean
Human
Polite, Friendly, Nervous, Brooding
As far as Cosma has learned, he has a perfect memory

Character Backstory
WENT DOWN TO THE UNDERGROUND. THOUGHT I’D BRING BACK SCIENCE. ALL I BROUGHT BACK WAS
EMOTIONAL TRAUMA AND A WHOLE LOT OF DWARF CORPSES. NOW CTHULHU TALKS TO ME THROUGH
A MAGIC ROCK. WARLOCK, BABY!

RUMOURS:

SPESHUL ABIBBIES

1/short rest and 1/long rest (for a total of 2 times per long rest technically), Cosma can use her crystal
and make an DC 10 intelligence check to cast any cantrip not on the warlock spell list. It still uses your
spell slot like appropriate, and if you fail the check your spell slot is wasted, as is the action. As you gain
more crystal shards, you will gain more powers, but eventually the mirror may be too complete to carry
around easily.…

A diary, locked A pair of crimson-tinted tortoise-shell glasses A small,


wooden ring with a silver faceplate; it seems like a stone of some kind
used to sit in the silver, but no longer An arrow with a long shaft of
yew and a broad, brass head, carved with a single arcane rune A
golden chain with an emerald diadem to be worn on the head A scroll
containing a poem in Underc
ommon A set of studded leather armor
IMPORTANT DO NOT FORGET
"{My name is Angroran Jull'drakar Alruch Mannollor S'rthrinnin.}"

Broken Staffs
Ring of Cold Resistance
Rod of the Pact Keeper +2

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