Friday, January 11, 2019

Selection Series: Meriweather Stillwater, Half-Elf Warlock


Name: Meriweather Stillwater
Race: Half-Elf / Class: Warlock / Level: 5 / Background: Criminal

Attributes
Strength: 12 (+1)
Dexterity: 17 (+3)
Mind: 18 (+4)

Info.: Proficiency Bonus: +3 / AC: 15 (Leather + Ring of Protection +1) / HP: 29

Skills:
Physical: +0
Subterfuge: +3
Knowledge: +3
Communication: +0

Common Skills: Athletics (Str/Dex): +1/+3, Notice (Mind): +10, Stealth (Dex): +6, 
Persuade (Mind): +4, Intimidate (Mind): +4, Lore - Arcana (Mind): +7, Lore - Local (Mind): +7, Ride (Dex): +3

Combat: Melee: +4 / Ranged: +6 / Magic: +7

Dagger: Attk: +6, D: 1d4+1, R: Thrown
Longknife: Attk: +6, D: 1d6+1

Wand of Fear (Charges: 10, Cost: 1, Saving Throw: Will 15 Negates): Target creature must make their Will save and either Flee or Grovel. If in Grovel a creature will also tell any secrets the user asks of them. If it is a buried secret the user has the Advantage on Social rolls to draw it from the subject.

Traits: Half-Elf (1/day): Normal Movement. Normal Size. Darkvision. Half-Elves are immune to magical sleep. They automatically Proficient with Notice (Mind + Subterfuge). In a case where they have Proficiency in Subterfuge, Half-Elves gain expertise (Mind + Subterfuge x 2). Due to their fair looks, charm, and balanced view of the world, Half-Elves may once per day roll a Persuade/Intimidate/Social check with the Advantage. It requires a Long Rest to recharge this ability.

Meriweather's Magic: Mana: 29 / Magic Attack: +7 / Saving Throw: 15 / Current Mana:

Eldritch Blast: Cost: 1 - You conjure a bolt of pure arcane energy that you can hurl at a target as part of a magic attack. The bolt deals 1d10 (force) damage. At 5th level you create 2 bolts. At 17th level you create 3 bolts. You can direct the bolts at 1 target or separate targets. Roll a Magic Attack for each bolt thrown.

Cantrips - Cost: 1
Blade Ward: For 1 round you have resistance to all non-magical bludgeoning, piercing, and slashing weapon attacks.

Chill Touch: Ranged magic attack deals 1d8 (Cold) Damage. At 5th level 2d8, 11th level 3d8, and 17th level 4d8
Friends: For 1 minute all Mind checks to persuade, threaten, and socially manipulate target non-hostile creature are done with the Advantage. At the end of the spell the creature realizes it was manipulated and becomes hostile, maybe even violent.
Mage Hand: For 1 minute you create a magical hand that can lift up to 10 pounds or performs minor interactions such as opening unlocked doors or pour contents out of a vial. Cannot be used to attack or cast spells.

1st Level Invocations - Cost: 3
Armor of the Ice Witch: For 1 hour a spectral armor of cold covers the caster granting 5 Temporary HP. Whenever they struck by a melee attack and they have these points, the attacker takes 5 dmg (Cold). +5 Temporary Hit Points & Damage per level spent above 1st.

Charm Person: Makes one person your friend for 1 hour.

Hex: For 1 hour target takes a +1d6 (Necrotic) damage whenever you hit them. You also select one attribute (Str, Dex, or Mind). Target rolls a Disadvantage when making checks involving this ability (including attack rolls). +1 when cast as a level above 1st. Counts as a curse for the spell Remove Curse.

Witch Bolt: You make a magic attack to strike target for 1d12 (Electricity) damage up to 30 ft. For up to 1 minute after you may use your normal action to deal a bonus 1d12 (Electricity) damage automatically in lieu of other actions. The spell ends when the target moves out of the range of the spell or the caster takes a different action besides using witch bolt. +1d12 damage per level spent above 1st.

2nd Level Invocations - Cost: 5
Cloud of Daggers: Creatures within, stopping, or moving through a 5 ft. cube within 60 ft. of the caster take 4d4 (slashing) damage from magical knives. +2d4 damage per level above 2nd.

Darkness: Creates a globe of darkness for up to 10 minutes.
Enthrall: Target must make a Mind-save otherwise can only perceive caster for the duration of 1 minute or until caster cannot speak.
Misty Step: You teleport up to 30 ft. in the form of silvery mist.

3rd Level Invocations - Cost: 7
Dispel Magic: Cancels magical spells and effects. If a roll may be required per the view of the GM it should be d20+Mind vs. 10 + Spell Level.

Fear: Creature must make a Mind Save or drop whatever they are holding and dash away from caster at full speed. May be able to make a Mind save on rounds they do not see caster.

Background
-Meriweather is one of two female twins born to the crimelord, Florence Stillwater. Unlike her sister, Lizbeth, who followed a martial path, Meriweather is the chief arcane vizier to her mother on the streets of Tempest, a city-state within the Known World. Meriweather is known to use her personal knowledge of the underworld to cultivate her spy network and spells like charm to gain temporary informers.

-Since the arrest of the Queen Margerate of Tempest, Meriweather has been instrumental in aiding her mother's takeover of their portion of the city. Meriweather's desire for power stems from her ambition to be named her mother's heir upon her mother's demise. Which, after naming Meriweather her direct heir, maybe soon after if Meriweather gets desperate enough for the power.

-Is working on making contacts with a company of sellswords, Black Dragon's Brood, that operate outside the city. Meriweather is interested in finding adventuring parties willing to act as intermediaries between her mother's gang and the sellswords for various ends.

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