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Asper Liasis

Yuan-ti Pureblood Race
The Rift/Slog Origin
Shadow Sorceror 7/Hexblade Warlock 2 9 Class & Level
Neutral Evil Alignment
Wode Deity
Linnorm Lords Faction
Rank/Position
Loyalty
Scaly Squad Company

Strength 10
+0
Dexterity 12
+1
constitution 12
+1
intelligence 14
+2
wisdom 10
+0
charisma 25
+7
Total Hit Dice 8
Hit Die
1d6+1
+4 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+2 Intelligence
+0 Wisdom
+11 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+6 Arcana
+0 Athletics
+11 Deception
+2 History
+0 Insight
+8 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+2 Nature
+0 Perception
+7 Performance
+11 Persuasion
+2 Religion
+1 Sleight of Hands
+5 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
22
Armor Class
84
Hit Points
+1
Initiative
30
Speed
Soul Eater 1d20+8+3+2 1d8+7+2
Attacks
Armor: Light armor, medium armor, shields
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, martial weapons
Tools: Alchemist’s Tools
Skills: Arcana, Persuasion (Sorceror), Stealth (Lip Service - Wode), Deception (Factionless)
Languages: Common, Abyssal, Draconic.
Proficiences
Cantrips

Mage Hand
Firebolt
Chill Touch
Ray of Frost
Prestidigitation
Eldritch Blast
Green-Flame Blade
Poison Spray (Yuan-ti)


1st level

Shield
Charm Person
Arms of Hadar


2nd level

Alter Self
Tasha's Mind Whip
Hold Person
Darkness (Shadow Sorceror)
Suggestion (Yuan-ti)


3rd level

Haste
Fireball
Counterspell


4th Level

Dimension Door

Spellcasting
Starting Equipment

Light crossbow and 20 bolts
Arcane focus (Wand)
Explorer's pack
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torches
• 10 days of Rations
• a waterskin
• 50 feet of Hempen rope
Two daggers


Equipment

Breastplate +2
Shield +2


Equipment - Attuned

Soul Eater
+2 Longsword - Major Very Rare (7,000gp) - Deadly Attunement

Wisps of darkness in the shape of humanoids twirl and dance around this blade. At its centre, between the blade and handle is a rotating black vortex that sucks up the essence of a creature when they are struck. Your soul is constantly at risk of being sucked into the blade itself, be mindful not to lose yourself.

When you attune to this item you take on the burden of all the souls you have sacrificed to the blade. If you unattune to this item or it is destroyed, the souls within will tear yours to pieces and make you a part of the blade. You immediately die, however the blade gains your sentience and gains additional benefits for the next attuned creature.

Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

Attacks made using this weapon can use your Charisma modifier for attack and damage rolls.

Your Own Worst Enemy: As a reaction to reducing a creature to 0 hit points, you can absorb some of their latent defences into the blade. Choose a resistance or immunity they possessed, you deal an additional 1d8 damage of that type for a resistance or 2d4 for an immunity. If you choose an immunity, this damage pierces resistance of that type.

This additional damage lasts until you reduce another creature to 0 hit points and selected one of their resistances or immunities or you start a long rest.

A Part of Myself: You can sacrifice 10 hit points to this weapon after completing a long rest. These hit points are taken from your maximum and cannot be restored in anyway until you finish another long rest. When this effect is active, at the start of your turn during true combat, you restore 5 hit points.

Shadowbringer: As a bonus action, you can summon an illusory double. They appear within 30 feet of you and can move 30 feet on your turn as a bonus action. However they cannot move more than 90 feet from you or they disappear.

You can cast spells as if you were in their space however all other prerequisites for the spell must be met. In addition, if you and your illusion are within 5 feet of a hostile creature, you gain advantage on attack rolls against the creature.

This double has 1 hit point and shares your AC, attacks made against it are made at disadvantage in darkness or advantage in bright light. If Dispel Magic is cast on it, it is dispelled.

This item is Glorybound to level 5+.

Cinderous Shroud
Wonderous Item - Uncommon - Attunement

Creeping Darkness: You can allow a number of allies equal to your Constitution modifier to see in magical darkness that you cast for the duration of the spell. Once you use this feature you must finish a long rest or spend a Sorcery Point to use it again.

Mind Sparks: When ever you would cast a fire spell that deals damage, deal an additional amount of fire damage equal to your Proficiency Bonus + your Intelligence Modifier


Equipment - Unattuned

Mask of the Awoken One
Wondrous (Mask) - Legendary - Deadly Attunement: Spells or Class Features that can obscure vision

This mask is ceremonial in make, made of a strange ceramic material that is a deep, black purple, with highlights of a sickly green. Writhing tentacels appear to be trying to escape from around the eyes and mouth, they curl and wrap around the edges, forming wave like patterns. At the ends of each tentecal a black mist seeps and billows out.

Your Intelligence score increases by 2, and your Constitution score increases by 2.

Damaging spells up to 5th level and cantrips you hardcast deal an extra 1d8 necrotic damage.

What was Once Hidden: After finishing a long rest, you can choose up to 4 allies, each can see through spells or class effects which would obsucre vision until the next long rest.

Is Now Revealed: When you hardcast darkness you can choose to end you concentration and cause any hostile creatures within to become swallowed by the depths of knowledge within. They must make a DC 17 Constitution saving throw or take 6d10 necrotic damage and be blinded for the next minute. On a success they suffer half damage and are not blinded. At the end of the creatures turn, they can make another Constitution saving throw to no longer be blinded. You can use this feature twice, regaining a use after offering the blade 5 sorcery points, or regaining all uses after finishing a long rest.


On person

Sending stone
Amber gem
Diamond
Sylvia's Dreamcatcher
Personal journal

Equipment
Linnorm Lords
Faction
The Specialist
Stat Array
Racial


Darkvision
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.

Innate Spellcasting
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance
You have advantage on saving throws against spells and other magical effects.

Poison Immunity
You are immune to poison damage and the poisoned condition.


Class


Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location.

  • If the target was hidden, it is no longer hidden from the hound.
    The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

    Metamagic - Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    Metamagic - Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

    To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

    Hexblade's Curse
    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can't use this feature again until you finish a short or long rest.

    Hex Warrior
    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

    The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

    Agonizing Blast
    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 of 120 feet.


    Origin

    The Rift
    The Rift was once a swirling mass of wild magic, spells given sentience and a bestial hunger for magic. However, as the seals have been restored and stability returned to the inner planes. the Rift has begun to stabilize, revealing ruins long since thought abandoned. Those that have tried to live on it's edge have found new lands to inhabit and the rampant magic has caused several changes within them during the process. The volatile and unstable nature of The Rift is seen etched onto their very flesh and burned into their minds.

    The Rift is wild will given manifestation. Gain a +1 to an ability score of your choice

    Slog
    Slog, one of the eight cities of the Taladoni, is a place where the automative magic of the Taladoni is paramount, stone servants perform nearly every task and the degenerate and despot nature of those that live there is reflected through the magic of those that come too close.

    The power of command is based on ones words. +1 Charisma

    Such luxury has left you.. lacking in vital areas. Denied Skill - Athletics

     


    Story

    Living Shadow
    Asper carries a doppelganger within his shadow. The doppelganger can move, act and speak independently of Asper and is considered a non-combatant.

    Gift of the Bones of Fate
    When you have advantage on a spell or weapon attack, add sneak attack damage.

    Shadow's Blessing
    HP Increased by 5
    AC Increased by 1

    Meld With Shadow - Graceful Step
    When in darkness or dim light you become invisible and can move 20ft. as a bonus action.

    Matching Pairs
    When within Darkness you can use an action to draw upon the hidden secrets of the Mad God. You regain up to 3 levels worth of spell slots. You can use this feature twice, regaining both uses after finishing a long rest.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    lilylovesworms.

    Statblock Type

    Verum Character Sheet

    Link/Embed