DAHM
Class: Warlock (Level 5)
Race: Elf
Age: 125
Background: Sage
Alignment: Neutral Evil (Selfish and motivated by personal gain)
PHYSICAL DESCRIPTION
* Height: 5’10"
* Weight: 140 lbs
* Eyes: Green
* Skin: Pale
* Hair: Black
ABILITIES
* Strength: 8 (-1)
* Dexterity: 14 (+2)
* Constitution: 12 (+1)
* Intelligence: 16 (+3)
* Wisdom: 14 (+2)
* Charisma: 18 (+4)
PROFICIENCY BONUS
* +3 (for a Level 5 character)
SAVING THROWS
* Strength: -1
* Dexterity: +5 (Proficient)
* Constitution: +1
* Intelligence: +6 (Proficient)
* Wisdom: +2
* Charisma: +7 (Proficient)
SKILLS
* Arcana: +6 (Proficient)
* History: +6 (Proficient)
* Investigation: +6 (Proficient)
* Deception: +7 (Proficient)
MAXIMUM HIT POINTS
* 33 HP
PASSIVE WISDOM (PERCEPTION)
* 12
ARMOR CLASS (AC)
* 12 (10 + Dexterity modifier + Light Armor)
INITIATIVE
* +2 (Dexterity modifier)
SPEED
* 30 feet
ATTACK BONUSES
* Eldritch Blast: +7 to hit (Charisma modifier + Proficiency bonus), 1d10+4 force damage
* Dagger: +5 to hit (Dexterity modifier + Proficiency bonus), 1d4+2 piercing damage
SPECIAL ABILITIES
* Pact Magic: Spellcasting ability based on Charisma, with access to Warlock spells.
* Eldritch Invocations: Special abilities granted by the Warlock’s pact, such as Agonizing Blast (add Charisma modifier to Eldritch Blast damage) and Devil’s Sight (see in magical and non-magical darkness up to 120 feet).
SPELLCASTING
* Spellcasting Class: Warlock
* Spellcasting Ability: Charisma
* Spell Save DC: 15 (8 + Proficiency bonus + Charisma modifier)
* Spell Attack Bonus: +7 (Proficiency bonus + Charisma modifier)
CANTRIPS (KNOWN: 3)
* Eldritch Blast
* Mage Hand
* Minor Illusion
SPELLS (KNOWN: 6, SPELL SLOTS: 2, SLOT LEVEL: 3)
* 1st Level: Armor of Agathys, Hex
* 2nd Level: Misty Step, Hold Person
* 3rd Level: Counterspell, Fly
STARTING EQUIPMENT
* Weapons: Eldritch Blast, Dagger
* Armor: Light Armor (e.g., Leather Armor)
* Scholar’s Pack: Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
* Sage Background Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp.
OTHER PROFICIENCIES & LANGUAGES
* Proficiencies: Light Armor, Simple Weapons
* Languages: Common, Elvish, Draconic
PERSONALITY TRAITS
* Greedy: Always looking for the next big score, Dahm is willing to betray allies if the price is right.
* Manipulative: Uses charm and deception to get what they want, often playing others against each other.
* Cunning: Highly intelligent and strategic, always planning several steps ahead.
IDEALS
* Power: Knowledge is the path to power and domination. (Evil)
* Greed: I will do whatever it takes to become wealthy and powerful. (Evil)
BONDS
* Knowledge: I sold my soul for knowledge and power. I hope to do great deeds and win it back.
* Artifact: I am searching for an ancient artifact that will grant me ultimate power.
FLAWS
* Paranoia: I am convinced that others are always plotting against me.
* Betrayal: I will betray anyone if it means I can gain more power or wealth.
BACKSTORY
Dahm was once a respected sage, delving into ancient knowledge and arcane secrets. However, a thirst for power and wealth led them down a darker path. They made a pact with a powerful entity, trading their soul for magical abilities. Now, Dahm roams the land, seeking out treasures and opportunities to increase their power and wealth, caring little for the consequences of their actions.
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GOALS
* Primary Goal: Accumulate as much wealth and power as possible.
* Secondary Goal: Uncover ancient artifacts and secrets that can further enhance their abilities.