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Hecklan, the psychic Torment

3 Level (0/2700 XP for level-up) Background Parasite Race / Species / Heritage Alignment
Lure
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
8
-1
DEX
16
+3
CON
10
+0
INT
12
+1
WIS
13
+1
CHA
16
+3
15
Hit Points
+6
Initiative (DEX)
28
Armor Class (AC)
+2
Prof. Bonus
60 feet (30 when "Upkeep the Charade")
Speed (walk/run/fly)
32 / 32
Arcanum Points
6 / 6
Lure Die
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+0 Constitution
+1 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+5 Deception CHA
+1 History INT
+1 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 piercing
Attacks

Spell Book

Hecklan Intro





As a parasite Hecklan is able to read his host's mind, search for information and also to boost his host body's abilities. He appears cheekingly charming to others. As a lure Hecklan can control people's minds to a certain degree as well as dealing psychic damage as a reaction when enemies fail their saves. Some say they never recovered from Hecklans’ psychedelic laughter.

Social Feats



Short Range Telepathy. (Race Trait)
You can establish a telepathic connection with one creature within 60 feet of you, that you can see, and which can understand at least one language. While this connection is established you can telepathically speak with the creature and the creature can telepathically speak with you. The telepathic connection ends if you and the creature are further apart than 60 feet or if you choose to end it at any time.

Control of the Lure. (Race Trait)
You can influence the mind of other creatures and submit them to your will. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you. You choose a level of influence you want to inflict from the table below and roll a Lure die (d6; see under Utility Feats). The targeted creature must succeed a Wisdom saving throw against your Spell DC modified by your chosen level of influence and your Lure die (as shown in the table below). 22 On a fail that creature is under your influence and suffers the chosen level of influence. The duration of the influence is shown in the table below. You can control 3 creatures simultaneously. At your current level you can use this feat on creatures with CR 1/4 or less.

Playing with Hearts. (Class Feat)
You can add your proficiency modifier to any check that aims to corrupt a mortal, if that check doesn’t already include your proficiency bonus.

The Art of Corruption. (Class Feat)
Whenever you corrupt a mortal (see Magic and Demons) or help another demon corrupting a mortal, each demon who profits from the corruption also regains 8 HP.

Total Possession. (Class Feat)
You can try to possess a creature. The creature must be the same size category as your true size. You must be able to touch the creature. You must spend an action and make a Charisma skill check + your Proficiency bonus contested by the creatures Charisma or Wisdom (their choice) + their Proficiency bonus. On a success you make the creature your host and possess them. While in the host your own body vanishes. The host body shows optical signs of the possession (for example: pulsating lines across its body), making it clear that this creature is possessed.
You can use a bonus action to end the possession at any time. The possession also ends if the host reaches 0 HP. When the possession ends your body reappears next to the host. You keep your movement speed while possessing the host.
You keep your feats, stats, resistances, immunities and can use your actions and bonus actions normally. You are still considered to be in your True Form (see p. 4) unless you disguise yourself with “Keeping up the Charade” (next ability). You can ignore the Somatic (S) component of spells. You gain feats, speed, resistances, and immunities that your host possesses. After the possession ends the host will not remember their time being possessed. 23 They will remember the moment the demon started the possession and the moment the possession ended. You cannot possess fiends, celestials, constructs, or fey.

Keeping up the Charade. (Class Feat)
You can hide the signs of possession on your host. While suppressing the signs of possession, the host looks like a normal creature, but you lose access to your race and class mobility feats, sensory feats, resistances, and immunities.
You keep your hosts’ resistances, immunities, speed and feats. Hiding the signs of possession as well as stopping Upkeep the Charade takes 1 bonus action.

Conquered Ability. (Class Feat)
You may gain the highest ability of your host and use it instead of yours. If multiple abilities are the highest, choose one of them at the start of the possession. (While in starting host: Strength 13 (+1))

Transparent body. (Race Trait)
Your True Form is always slightly transparent, giving you a ghostly look.

Exploration Feats



Speed up. (Race Feat)
Your walking speed is increased by 30 feet (already accounted in your stats).

Weak Arcane Body. (Race Trait)
For every whole minute outside a host, you lose 5 arcanum points.

Lesser Spectral Walk. (Race Trait)
You can spend a bonus action to activate this feat. While you are not possessing a host you can move through creatures and solid objects as if they were difficult terrain. If you end your turn inside a creature or an object you take 1d10 force damage. The effects of this feat end when you end your turn on a free space. You cannot use this feat again until you take a long rest.

Utility Feats




Expertise (OGC 5E). (Class Feat)
Doubled Proficiency Bonus in: Performance, Persuasion (already considered in your stats).

Lure die. (Class Feat)
You have a pool of Lure die equal to twice your Charisma modifier. You regain spent Lure die after a long rest. At your current Level, your Lure die is a D6.

Demanded Creature. (Race Trait)
When summoned by a mortal you are directly summoned in a creature, making it your host without needing to make a check.

Ejection costs. (Race Trait)
You lose 5 Arcanum points right after the possession of a host body ends.

Consult Memories. (Race Trait)
You can use 1 action to search your hosts’ memories for a specific object, person, or moment in time. You must roll a Perception check against 10 + your hosts proficiency bonus. On a success you relive the hosts memory. On a fail you and the host suffer 5 psychic damage. This damage treats immunity against psychic damage as a resistance against it instead.

Spellcasting Ability. (Race Trait)
You can cast cantrips, level 1 spells and level 2 spells. You have 4 level 1 spell slots and 2 level 2 spell slots.
Your spell save DC is 13 and your spell attack modifier is +5.
You can use a musical instrument as a spellcasting focus for your Lure spells. The spells you currently know are Lure spells.

Healing Feats



Ghoulish Host. (Race Feat)
While you are in a host you can eat corpses that are not older than 24h. If you eat more than half of a dead body, you regenerate HP equal to the HP max of the dead creature. You can use this ability up to 3 times between long rests. It takes 30 minutes to eat the whole body of a medium size creature. The GM can adjust this time for bigger/smaller bodies.

Combat Feats




Psionic Heckle. (Class Feats)
If someone within 60 feet of you, who can hear you, fails a throw (attack, saving throw, etc), you can spend a reaction and a Lure die (d6; see Utility Feats) to inflict psychic damage to the creature equal to your Lure dice + Char Mod. You do this damage by mocking them.

Host protection.(Race Feat)
While you are within a host all nonmagical damage against you is reduced by 5. Resistances and vulnerabilities are first accounted for, then the damage is reduced by 5. Weapon damage by silvered weapons is not reduced.

Creature Armor. (Race Feat)
You and your host share the same base AC. This can be either your original base AC or your host's original base AC, whichever is higher. Your feats and your hosts' feats can increase the chosen base AC.

Attacks. (Race Feat)
Your hosts’ unarmed attacks are considered magical in addition to their normal type.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages.
Common, Dwarvish, Infernal, Abyssal (+ host languages)
Skill Proficiencies.
Insight, Intimidation
Other Proficiencies.
Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Short swords, Trombone, Dice Set, Playing Cards

Languages & Proficiencies
Desire to spread: "Envy".

Ideals
Nonphysical Demon.
Nonphysical Demons have no Hit Points but use Arcanum Points (see p. 7) as their life energy. As a Parasite everytime your host suffers damage you suffer as well (consider “Host Protection”, see under Utility Feats).
Character Role.
Infiltration, Charade, Making Deals
True Form.
Hecklan is an orangely flaming ghost with a devilish grin so broad, the corners of their mouth are nearly touching on the backside of their head. Hecklans host shows an unusually broad mouth, sharper teeth and orangely gleaming eyes as marks of possession when not suppressed.
Disguised Form.
The sentient being Hecklan is currently possessing (while suppressing the marks of possession).
True Size.
medium

Notes
Damage Resistances.
piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities
poison, disease (+ hosts resistances/immunities)
Condition Immunities
poisoned, diseased (+ hosts immunities)

Resistances and Immunities
passive Perception 13

Senses


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1
Range/Area: 30
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.

Player's Handbook p285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60ft
Components: V
Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 Psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At higher levels:

This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

Available for: Bard

Level 1 Spells

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook p239

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (20ft cube)
Components: V
Duration: Concentration, 1 Minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Available for: Bard, Druid, Artificer, Light Domain, Twilight Domain, The Archfey

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

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