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3

Swift Claw

Stay strong. They can never break us!

  • Origin Daemon
  • Class Psychic
  • Kit Warlock
  • Culture Muraian
  • Faction Zozma
  • Ethos Radical
3

Mighty +6

+6

Deft +1

+1

Smart +4

+4

Hit Points

7 / 7

Armor Points

8 / 8

Magic Points

10 / 10

Fate Points

3 / 3

Abilities

Sorcerous Touch

Talent

Icon

You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.

Mind Over Body

Technique

Icon

You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.

Warlock

kit

Icon

Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.

Equipment

Weapons

Weapon Icon
5

Lance +8

Reach

First Strike
Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Armor

Icon

Beast Hide

Light

8
3

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Psionics +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Spells

  • Spell Icon

    Chameleon

    Illusion +8

    You psychically transform yourself or your target to blend in with your environment. Roll a spell check with advantage to determine your stealth score. If you are exposed, opponents trying to detect or reveal you do so with disadvantage.

  • Spell Icon

    Control (Magnetism)

    Elemental +8

    You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Ectoplasmic Web

    Astral +8

    You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.

  • Spell Icon

    Kinetic Shield

    Force +8

    You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends, or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Ultravision

    Dimension +8

    You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.

Maleficence

Maleficence Icon

Lightning

Psionics +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/16)
250

Item Icon
Beast Hide
Armor
Item Icon
Lance
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Lance
Attr
+6
Skill
+2 Reach
DMG
5
Tactics
First Strike

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Beast Hide
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    +1 Skill
  • 4
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  • 5
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  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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