Alcina "Amani" Asterousa
Alcina "Amani" Asterousa
4 Level (0/6500 XP for level-up) Faction Agent Background Kalashtar Race / Species / Heritage Alignment
Warlock
Level 4
Hit Dice: 4/4
1d8+2 Class 1
Level 4
Hit Dice: 4/4
1d8+2 Class 1
STR
10
10
+0
DEX
14
14
+2
CON
14
14
+2
INT
14
14
+2
WIS
16
16
+3
CHA
18
18
+4
26
Hit Points
Hit Points
+2
Initiative (DEX)
Initiative (DEX)
14
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
35
Speed (walk/run/fly)
Speed (walk/run/fly)
13
Passive Perception
Passive Perception
3 / 3
Pact Magic
Pact Magic
Spellcasting ...
+6
Attack mod
CHA
Ability
+4
Abi Mod
14
Save DC
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+2 | Intelligence | |
+5 | Wisdom | |
+6 | Charisma |
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+3 | Medicine | WIS | |
+2 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+6 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Star Knife | +4 | DEX | 1d4+2 | Piercing or Slashing | |
Finesse, Light, Thrown (Range 20/60), Casting Implement | |||||
Noble Nails | +5 | DEX | 1d4+1d6+2 | Piercing + Fire | |
Finesse, Light, Thrown (Range 20/60), Casting Implement |
Spell Book
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elven, Primordial, Quori, Sylvan
Armor: Light
Weapons: Simple
Armor: Light
Weapons: Simple
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Pact of the Swallowtail
Children of the Wandering Goddess
Loccann is a land of traditions woven into everyday modern life more seemlessly than the other nations. The oldest tradition however remains intentionally separate from the day to day lives of common Loccannians: the wandering caravans and wagons of The Swallowtails. Claiming exact direct lineage all the way back to The Nine who traveled the path from Golarion to Avanshae with Desna herself, the Swallowtail weave their ways in and out of Loccann’s cities as they travel the land, the planes, and even the stars themselves, some say.
Possessed of a wanderlust gifted by the divine herself, Desna’s children live the life of travel, exploration, freedom, and dreams. Though they themselves have no form of leadership beyond reverence for the wise, they all pay honor to Desna and her herald, The Night Monarch.
Subclass Feature List
Patron Spell List
Your connection to The Night Monarch, Desna, and The Swallowtails grants you an expanded list of spells to pull from when you learn a Warlock spell. The following spells are now Warlock spells for you and always prepared once you are capable of casting spells of the appropriate level.
1st Level: Sleep, Longstrider, Faerie Fire
2nd Level: Pass Without Trace, Kinetic Jaunt, Gift of Gab
3rd Level: Sending, Haste, Leomund's Tiny Hut
4th Level: Polymorph, Freedom of Movement, Confusion
5th Level: Legend Lore, Modify Memory, Temporal Shunt
Additionally, you know your choice of Dancing Lights or Light cantrip, as well as the Message cantrip, which all count as Warlock Cantrips for you, and do not count against the number of Cantrips you can know.
The Traveling Troupe
Beginning at 3rd level, your connection to the Swallowtails affords you a magical understanding of travel and direction, granting you the following bonuses
- By spending 10 minutes focusing, you know exactly what plane or demiplane you are on.
- You innately know the 4 cardinal directions if they are relevant to your current plane.
- As long as you are capable of openly conversing and interacting with your allies while traveling, your group runs no risk of Exhaustion from traveling, though food, water, and rest are still required as normal.
- You are always inherently aware of the direction and average travel time to the nearest established city or village
- You are magically protected and immune to any effect that would seek to confuse or misdirect your travels.
Uncaged
Beginning at 6th level, freedom becomes as necessary to your spirit as food and water are to your body. When you are Grappled by a creature or subjected to the Restrained or Prone conditions, you may immediately use your Reaction to vanish in a puff of sparkling smoke and reappear in an unoccupied space of your choice within 30ft of your previous location.
The Wandering Nightmare
Also beginning at 6th level, when you deal damage with one of your Warlock Cantrips, you may choose to deal that damage as Psychic instead of its natural damage type, and when you deal damage with a spell to a creature that is sleeping, you do not roll for damage and instead deal the maximum damage that spell can do.
Additionally, as an Action you may invoke The Night Monarch's Curse of Waking Nightmares on a creature that you can see. The target creature must make a Charisma Saving Throw against your Spell Save DC. On a failure, the target is marked with a black tattoo that fades quickly, but remains visible to you and any other Swallowtails as well as your allies. While a creature is marked in this way, it must make a DC 20 Constitution Saving Throw whenever it attempts to take a Long Rest, failing to gain the benefits of the rest on a failure. This does not induce Exhaustion if the creature is still sleeps.
This curse marks the bearer as an enemy of the entire Swallowtail clan for as long as it remains, including marking their astral projection in the Dreamscape while they sleep.
Home Again
When traveling the planes, there is an absolute need to have somewhere safe to call home and an assurance of being able to return there. Beginning at 10th level, you are gifted the Swallowtail’s secret for safe navigation back home.
By spending 8 hours creating seals, glyphs, and applying swallowtail decorations to an area no larger than 100 cubic feet, you create a Caravan Anchor to that location. You immediately become magically aware of this location’s direction and distance from you, even across planes. The entire Swallowtail clan also becomes aware of this location as a beacon of safety as well. This beacon remains active for up to 1 month, or until you spend 1 hour to dispel it.
By spending 1 minute drawing a doorway on any solid surface, you can create a passageway that opens directly back to your current Caravan Anchor. The doorway must be at least 5ft tall and 4ft wide. Once open, it remains open for up to 1 minute, or until you forcibly close it as an Action. Once you have created this doorway, you must finish a Long Rest before you can create another. An already existing Caravan Anchor is forgotten if you create a new one.
Desna's Embrace
Beginning at 14th level, Lady Desna herself welcomes you into her embrace and grants you mastery of her domains with the following benefits
- When you cast the spell Sleep, you roll a number of d12s instead of d8s to determine the number of hit points affected.
- When you and your allies take a Long Rest, you may invoke the The Night Monarch's protection, putting you all under the effects of the Nondetection spell for the duration.
- When you cast any spell on yourself or an ally, until the end of your next turn, you and each ally targeted by the spell have your movement speed increased by 20ft and your movement does not provoke attacks of opportunity.
Additionally, you immediately learn the Moonlight Gate spell, you always have it prepared, it does not count against the number of spells you have prepared, and the first casting of it each night does not expend a spell slot.
Current Location
Species
Age
23
Family
Children
Sex
Female
Gender
Woman
Presentation
Feminine
Eyes
Pale Sky Blue, faded, nearly non-visible pupils
Hair
Long, drapy, slightly curly, purple and blue
Skin Tone/Pigmentation
Pale blue, almost faintly purple
Height
7'6''
Belief/Deity
Desna
Aligned Organization