Luna Redgrave (Reaper)

Female Dhampir (Half Elf) Rogue1/Warlock3

Description:

LvL: 4
HP: 20 (20)
AC:13
Proficiency Bonus: 2

Str 10 (0)
Dex 13 (1)
Con 13 (1)
Wis 12 (1)
Int 12 (1)
Cha 14 (2)

Attack Rolls

  • Spell attacks = D20+Cha+Prof
  • Range attacks = D20+Dex+Prof
  • Melee attacks = D20+Str(Dex or Cha [pact blade])+Prof
    Proficiency is used only if proficient with weapon/method used

Damage

  • Eldritch Blast = 1d10+Cha (agonizing blast)
  • Sneak Attack = 1D6

Initiative=D20+Dex
Hit Dice=1D8 (per lvl (1used) ) {Resets 1/2 after long rest and all if well rested}

Inspiration x0
(gives advantage on roll of choice)



Speed: 30
Size: Medium
Alignment: Evil
Background: Lone Survivor

Darkvision 120ft (Devil’s Sight/Dhampir Traits)
Saving Throws: Dex and Int.
Skills: Survival (wis), Intimidation (cha), Stealth*(dex), Perception*(wis), Acrobatics (dex)
Languages: Common, Elvish, Thieves Cant
Tools: Thieves Tools, Flute
Armor and Weapon Proficiency: Light Armor, Simple Weapons

Currency: 275 gold; 104 silver

Weapon
Short Sword 1D6 slashing
Scythe (two handed weapon) 1D12 slashing
Blaster Pistol (light) 1D10
Dagger(2) 1D4

Equipment/Items
Hooded long Jacket
Studded Leather Armor (corset and side laced leather pants) 12 AC
Necklace with two sets of fangs (spell focus)
Magical ring signifying membership with the Wolves (Tent City Thieves Guild)
—protects against magical mind reading and allows telepathy between others wearing the rings. Line of site, up to 100 ft range.
Shoulder holster for blaster pistol
Spell component pouch
Vial of preservation (holding one feeding)
Minor Healing potions (0) 2d4+4

Burglar’s Pack

  • backpack,
  • a bag of 1,000 ball bearings
  • 10 feet of string, a bell
  • 5 candles
  • a crowbar
  • a hammer
  • 10 pitons
  • a hooded lantern
  • 2 flasks of oil
  • 5 days rations
  • a tinderbox
  • and a waterskin.
  • 50 feet of hempen rope strapped to the side of it.

Bag of Holding

  • Glisten
  • Glisten’s items that survived
  • Med Kit
  • Rations-14 (Luna) / 10 (Shadow)
  • Water skins-10 (Luna) / 5 (Shadow)
  • Extra Backpack

Spellcasting
Cantrips known—2
Spells Known—4
Spell slots—2
Slot level— 2nd
Invocations Known—2
(none used)

(list at bottom of sheet)


Marks and Description
Age: Unknown (looks about 25)
Height: 5’6’’
Weight:130
Body Type: Swimmers build with slight muscle definition
Hair: Glossy black and falls to about mid back. Kept bound in a braid and tucked into cloak.

  • Eyes and nails are complete pools of darkness (No white or iris in eyes).
  • Runes have begun appearing on palms when stressed (fear, anger, paranoia, hunger). Abyssal for Hunger and Death, intertwined.
  • Abyssal rune for silence under tongue
  • Black thumb rings appear each midnight and can not be destroyed. Vanish and reappear if discarded. Can be stored in a pocket. Feel heavy, cold, smooth, and a bit too tight.

Each and every one of these traits are perfectly black, eating light.
There’s a very good likelihood that you are slowly becoming a shadow yourself.



Background

Personality Trait: No matter the danger, you just refuse to let anything kill you.
Ideal: Self-Reliance: I live on because of my own grit and determination (Any).
Bond: My trinket is a symbol of my past life, and I carry it so that I will never forget my roots.
Flaw: My obsession with the past has left me blind to the present.

Survivor
You survived some great event of significance. Because of this, you are skilled at surviving things that should kill you, gain a +2 on all death saving throws. Your tales of survival also make fantastic stories. You get advantage on Charisma checks involving telling tales or bragging.



Dhampir Traits

Darkvision
Given their natural aversion to sunlight and comfort with the darkness, it is lucky for dhampirs they are blessed with natural darkvision. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were in dim light. You can’t discern color in darkness, only shades of gray.

Hard to Kill
You have advantage on death saving throws.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Unnatural Resilience
You gain advantage on poison saving throws and have resistance against necrotic damage.

Daywalker
You can use a bonus action and expend a Hit Dice to ignore your Sunlight Sensitivity feature for 10 minutes.

Noble Blood Traits
Your vampiric parent was a predator who hunted amongst socialites and nobles.

Inspired Compliance
You can use a bonus action to direct one of your companions or a creature charmed by you to strike or perform a simple task. When you do so, choose a friendly creature who can see or hear you and expend one Hit Die. That creature may make a Wisdom saving throw. If it chooses not to make or fails the saving throw, it uses its reaction to make one weapon attack or ability check, adding the expended Hit Die to the attack roll or ability check.



Rogue

Expertise:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly
and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another
enemy o f the target is within 5 feet o f it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.

Thieves’ Cant
During your rogue training you learned thieves’ cant, a
secret mix o f dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only
another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey such
a message than it does to speak the same idea plainly.
In addition, you understand a set o f secret signs and
symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory o f a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or w ill provide a safe
house for thieves on the run.



Warlock

Patron: The Shadow
You have made a pact with a creature of shadow, a being who
manipulates the fears of the living and who seeks to cover all of the
planes in darkness. Most creatures of shadow are evil, wishing to
extinguish all sources of life including the spark of life that exists in
all living mortals, including yours. Some wish to do so to consume
and to savor the taste of their souls, others collect souls as a sort of
currency, and others wish to destroy and to dominate for secret
purposes. Potent creatures of shadow frequently manipulate the fears
of lesser beings by crafting terrifying illusions, dole out pain and
torment in the form poison and necromantic magic, and frustrate foes
by slipping into the shadows, disappearing entirely.
These beings are likely to reside in the Shadowfell or in a dark
corner on one of the lower planes. Some are demons or devils, but
more are dead things—the essence of a ruined soul that has gained
power while keeping to the shadows.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it and know the eldritch blade cantrip while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Shadow Patron Spell List
1st: inflict wounds, ray of sickness
2nd: phantasmal force, silence
3rd: bestow curse, stinking cloud
4th: greater invisibility, phantasmal killer
5th: cloudkill, creation


Patron Spells


Shadow Escape
Starting at 1st level, you can vanish in a swirl of shadows to escape
harm. When a creature misses you with a melee attack, you can use
your reaction to turn invisible and teleport up to 30 feet to an
unoccupied space you can see. You remain invisible until the start of
your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a
short or long rest.



Inflict Wounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can
reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

Ray of Sickness
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray o f sickening greenish energy lashes out toward
a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 poison
damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of
your next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Phantasmal Force
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind o f a
creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, you
create a phantasmal object, creature, or other visible
phenomenon o f your choice that is no larger than a
10-foot cube and that is perceivable only to the target
for the duration. This spell has no effect on undead
or constructs.
The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature.
The target can use its action to examine the phantasm
with an Intelligence (Investigation) check against your
spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats
the phantasm as if it were real. The target rationalizes
any illogical outcomes from interacting with the
phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls
once it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and comes up
with some other explanation for its fall—it w as pushed,
it slipped, or a strong wind might have knocked it off.
An affected target is so convinced o f the phantasm’s
reality that it can even take damage from the illusion. A
phantasm created to appear as a creature can attack the
target. Similarly, a phantasm created to appear as fire, a
pool o f acid, or lava can burn the target. Each round on
your turn, the phantasm can deal 1d6 psychic damage
to the target if it is in the phantasm’s area or within 5
feet of the phantasm, provided that the illusion is of a
creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage
as a type appropriate to the illusion.

Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or
pass through a 20-foot-radius sphere centered on a
point you choose within range. Any creature or object
entirely inside the sphere is immune to thunder damage,
and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is
impossible there.



Warlock Spells



Cantrips


Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam o f 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.
The spell creates more than one beam when you reach
higher levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.

Prestidigitation
Transmutation 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 o f 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 o f 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 o f its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.

Eldritch Blade
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V, M(a weapon)
Duration: Instantaneous
A weapon you wield becomes wreathed in crackling energy. Make a melee spell attack against a creature within you weapons reach. You have advantage on the attack roll if the target is under the effect of a curse.
On a hit, the target suffers force damage equal to your weapon’s damage dice roll. At 5th lvl the target takes an additional 1d10 force damage. This spell’s damage increases by 1d10 when you reach 11th lvl (2d10) and 17th lvl (3d10).


1st Lvl


Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

Hex
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
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
o f yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

Armor of Agathys
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup o f water)
Duration: 1 hour
A protective magical force surrounds you, manifesting
as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a
creature hits you with a melee attack while you have
these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, both the temporary hit
points and the cold damage increase by 5 for each slot
level above 1st.

Darkness
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.



Eldritch Invocations



Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma
modifier to the damage it deals on a hit.

Devil’s Sight
You can see normally in darkness, both magical and
nonmagical, to a distance o f 120 feet.

Bio:

Luna Redgrave is the only survivor of her families massacre when she was 13. Little is known of the circumstance and Luna refuses to speak of it. Choosing to strengthen herself and quietly take her revenge, fewer strings to clean up that way. She carries one souvenir from then, a necklace on which two fangs are strung.

Luna never stays anywhere for long. She wanders from place to place in search of her prey, the murderer of her parents. She is also not ashamed of her heritage though she hides it. It is through her heritage she will have her revenge.

Luna is part of the ‘House of Wolves’ in the city of Nestora. Within the guild, she is known by the name of ‘Reaper’. Though it is thought that she is one of many to use the name. None know for sure.

One of Luna’s goals for the future is to become more powerful than her sire. She fully plans to embrace her vampiric heritage to meet this goal. During her travels, she searches for items that will make this transition easier as well as nullify what weaknesses she will experience.



Luna currently lives near the Wolves Den. She has established a small den for herself among the pipes in the old sewer system/boiler area. Currently, sleeps in a hammock and has fabric walls for the illusion of privacy. She still longs for her own lair but refuses to settle down until her goals have been met.

Luna Redgrave (Reaper)

Dungeons and Dragons 5E Miscellanea Underdead13