Kalspira Nilus Character in Verum | World Anvil

Kalspira Nilus

Kalspira Nilus

Age
23
Children
Gender
Female
Eyes
Gold
Hair
Stark White
Skin Tone/Pigmentation
Red
Height
5'8
Weight
140

Kalspira Nilus

Tiefling (Baalzebul) Race
Dolten (Bleak Blessed) Origin
Oath of Conquest Paladin 6 | Warlock 1 | 7 Class & Level
Chaotic Neutral Alignment
Lorita Deity
Ever Eye Faction
Rank/Position
6 Loyalty
Company

Strength 15
+2
Dexterity 11
+0
constitution 16
+3
intelligence 11
+0
wisdom 12
+1
charisma 22
+6
Total Hit Dice 3 | 1
Hit Die
1d10+3
+3 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+2 Athletics
+6 Deception
+0 History
+4 Insight
+9 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+9 Performance
+9 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
24
MV
1
Prestige
1
Attunement Slots
21
Armor Class
64
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageRange
Hexblade Longsword 1d20+8 1d8+5 5ft
Longsword 1d20+5 1d8+2 5ft
Javelin 1d20+5 1d6+2 (30/120)
Attacks
Armor: All armor and shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Wisdom, Charisma
Skills: Performance, Persuasion, Insight, Intimidation
Tools: Disguise Kit, Forgery Kit, Alchemist's Supplies
Languages: You can speak, read, and write Common and Infernal
Proficiences
Spell Save: 16
Spell Attack Mod: +8
Spells Prepared: 7
Spellcasting
-----------On Me-----------
Longsword
Explorer's Pack
Javelins (5)
Plate Armor
Bound Scroll of Wondox
Lorita doll holy symbol
A set of fine clothes
A disguise kit
A signet ring of an imaginary duke

2x Bandolier (1x Invuln, 1x Greater Healing, 3x Superior Healing, 1x SoF scroll)
7x Potion of Healing
2x Potion of Growth
10x Superior Health Potions
4x Invulnerability Potions
2x Heroism Potions
10x Potion of Greater Healing
1x Healing Word
1x Shield of Faith

Total: 4090gp
22 Crafting Tokens

Shard of Vengeance

Shard of Vengeance (attuned)
+1 Rapier - Very Rare - Attunement

“I have a bone to pick with you.” A sharpened amalgamation of bone that is strangely sophisticated and sharp.

Your Charisma score increases by 2 and your Constitution score increases by 1, up to a maximum equal to your ability score cap.

This weapon deals an extra 1d6 force damage on hit

Burning Reposte - Upon taking damage from an enemy you may cast the hellish rebuke spell with 15 DC. Should the target fail their save and is within 30 feet you may teleport to a position adjacent to them. You can use this effect twice, regaining all uses after a long rest.

This item is Glorybound

 


Revengeant
Revengeant (not attuned)
Being crafted by Ariadne Haywood
+1 Shield - Very Rare (4600 gp, 46 days) - Attunement

This shield always appears to be covered in a thick layer of ash. Pushing away the ash with your finger reveals a shiny black metal which jolts to the touch. When the shield is struck, it sparks and ignites the ash coating, burning in a cursed fire through which the souls damned for Wrath sing vengeance against the living.

From Hell's Heart: When you are hit with a weapon attack, you can have your shield explode with energy (no action required). When you do, a creature within 5 feet of you must make a DC 14 Dexterity saving throw. On a failure, the target is sent flying 10 feet back, landing prone. On a success, the target is pushed 10 feet but does not land prone. You can use this ability three times and regain all expended uses when you finish a long rest.

For Hate's Sake: This shield holds 2 charges. You can use a bonus action to consume a charge to gain advantage on attack rolls against the last enemy creature that dealt damage to you; the creature also has disadvantage on saving throws against any spell you hard cast that would deal damage to it. Once the creature fails a saving throw you force it to make or is hit by an attack you make on it, the ability ends. The shield regains all expended charges after finishing a long rest.

My Last Breath: When you are reduced to one or fewer hitpoints, you can erupt with lightning (no action required). Each creature of your choice in a 30-foot radius of you must make a DC 15 Dexterity saving throw. A target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can use this ability once before finishing a short rest.

[Base Material, Adornment, Enchantment, Spell Invocation x2]


-----------In room-----------
Turkey cookbook
Stuffed stuffed turkey
Turkey bone dice
Turkey mask
Red and gold ornament
Christmas socks and gloves
Equipment
Ever Eye
Faction
Mad Man
Stat Array
Race

Darkvision - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
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Hellish Resistance - You have resistance to fire damage.
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Legacy of Maladomini - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 


Class

Defense Fighting Style - While wearing armor, +1 to AC
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Divine Sense - The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
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Lay on Hands - You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.
This feature has no Effect on Undead and Constructs.
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Divine Smite - Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
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Divine Health - By 3rd Level, the Divine Magic flowing through you makes you immune to disease.
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Extra Attack - You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
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Hex Warrior - 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 for the attack and damage rolls until you finish a long rest.
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Hexblade's Curse - As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. You gain a bonus equal to your proficiency bonus to damage rolls against the cursed target. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20. 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.
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ASI - +2 CHA

 


Origin

Dolten Origin - You gain a +3 bonus to saving throws vs. Fear effects.
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Bleak Blessed Origin - You receive a +3 bonus to saving throws versus poison. Your hit point maximum is reduced by 1 per level.

 


Faction

Cackling Mad - Faction members are immune to insanity and confusion. Gain proficiency with Wisdom saving throws.
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Pierce the Veil - Boon: Whenever a creature is slain in combat, you gain a number of temporary hit points equal to your proficiency bonus. At midnight each day, roll 2d6, and choose one of them after determining their results. If you roll the same number on each die, then you gain the one rolled as well as one of your choice. You gain the benefits listed below corresponding to what was rolled:
1: Once per day you may replace a death saving throw with an automatic stabilization.
2-5: You may cast Detect Evil and Good, Detect Magic, or Detect Poison and Disease once per day. Once you cast a spell with this ability you may not do so again until you finish a long rest.
6: You may gain proficiency in a skill of your choice that you are not already proficient in. This proficiency is lost at the start of the next day
Bane: Any healing you receive from a creature other than yourself is reduced by 1 per die to a minimum of 1 (total).

 


Class/Racial Features & Traits

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