Mora Ashgrove "Pax"

Half Gnome Half Elf Sorcerer

Description:

St: 11 (0) Int: 12 (1) AC: 14 GOLD: 210 SILVER: 4
Dex: 14 (2) Wis: 12 (1) HP: 31
Con: 12 (1) Cha: 15 (2) SP: 25

Proficient in Con and Cha saving throws

Languages: Gnome, Elvish, Sylvan, Common, Thieves Cant

Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades o f gray.

Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.

Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.

Sorcerer Save Throw Prof Cha and Con

Ghostwalk: 1 per short rest can become incorporeal
Resistance to Necrotic
Memories of the Fallen: 1 per corpse 1 minute ritual to see how corpse died.
Ghost Step
Beginning at 3rd level, as a bonus action, you can become invisible until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Skills: Arcana (3) INTIMIDATION ( 6) Deception (4) STEALTH (6) Slight of Hand (4)

Weapons: Light crossbow 1d8 Obsidian Dagger/Arcane Focus 1d4 + 1 pure necrotic if choose
Dagger 2 daggers 1d4 Knife of Secret Stabbies 1d4 kill with it closes wounds from knife

Proficiencies
Armor: light armor
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows

S n e a k A t t a c k
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.
The amount o f the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column o f the Rogue table.

C u n n i n g A c t i o n
Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a
bonus action on each o f your turns in combat. This
action can b e used only to take the Dash, Disengage,
or Hide action.

Bio:

Add to attack: Prof + Caster stat +1 arcane foucus = 5
Cantrips:
C h i l l T o u c h
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space o f a creature within range. Make a ranged spell attack against the creature to assail it with the chill o f the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start o f 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 o f your next turn.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

M a g e H a n d
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

P o i s o n S p r a y
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff o f noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).

P r e s t id ig i t a t io n
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor m agical 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 o f
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.

R a y o f F r o s t
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam o f blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

SPELL DC 8+prof+Casterstat (cha)+ 1 arcane focus 13

Spells slots: 1st lvl (2)

Spells:
Fa l s e L ife
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount o f alcohol or
distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile o f life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.

I n f l i c t W o u n d s
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you canreach. 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.

R a y o f Sickness
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.

Personality Trait: I am slow to trust those who seem the fairest often have the most to hide.
Bond: A powerful person killed someone I loved someday soon I will have my revenge.

Supplies:
Studded leather
Thieves’ Tools. This set o f tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set o f narrow-bladed scissors, and a pair of pliers.
Bone dice,
crowbar
dark common clothes with hood.
Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Feature: Master of Evil

As a slayer, you have a decent working knowledge of your mark, from experience and research, you know their natural strengths, weaknesses, and habits. Sure, the occasional unique, random, or oddball may throw you for a loop, but a standard mark will rarely take you by surprise, and the indications of their presence stand out to you like a sore thumb. You likely have a reputation from your past career, and whether it is good or bad, people know you are a slayer, and that you have survived at least this long. People are likely to come to you with jobs to deal with a threat they believe is in your area of expertise. Now, most people are pretty ignorant about the supernatural dangers of the world, so they are often wrong, but even so much as telling them it’s something else may be enough to calm their fears. (Unless it’s something worse. Nobody wants to know the ghost in the basement is actually seven liches summoning a demonic prince.)
Furthermore, because you are an expert on the subject, people are more likely to believe you when you make assertions about it. (When a vampire slayer shouts, “Get outside NOW! You’ll be safer in the sunlight!” you tend to listen to him.) Being an expert, people who fear your mark are likely to feel reassured and secure in your presence, making it easier to find shelter and allies in places facing a threat from your mark.
UNDEAD SLAYER

Mora Ashgrove "Pax"

Dungeons and Dragons 5E Miscellanea tacilyn_burke