Mighty +2
Deft +5
Smart +7
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Exile
You are exiled from the place you call home. If you self-exiled, your compatriots search for you. If you were exiled, you yearn to return home.
Paranoid
You believe "they" are out to get you. You hear the voices and you've seen the signs.
Shapeshift
Talent
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.
Arcane Adept
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Geometer
kit
Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.
Equipment
Weapons
Hasted Steel +7
Missile
Life Drinker +5
Small
Bare Fists or Feet +2
Hand-to-Hand
Armor
Dissimulated Armor
Piecemeal
Shield
You have no shield equipped.
- Defense +5
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Psychic
Sorcery +9
The victim is confused until after their next action.
Spells
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Charm (Person)
Charm +9
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
-
Control (Energy)
Elemental +9
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Dimension Door
Dimension +9
You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)
-
Dimensional Blade
Dimension +2
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
-
Ectoplasmic Form
Astral +2
You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.
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Magic Step
Dimension +2
You teleport yourself to any location within your line of sight. For each additional MP spent, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.
-
Mirrorshield
Abjuration +9
You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.
-
Phantasm
Illusion +9
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
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Phantom Steed
Illusion +9
You summon into existence an illusory steed that abides by your command. It is immune to physical damage and needs no rest or sustenance. This spell lasts for 2 hours per MP spent.
-
Sacred Geometry (Matter)
Metamagic +9
You employ mystical geometry to draw a sigil of matter on a surface within the area of effect. The length of time it takes to draw the sigil with your maleficence is equal to 1 round per MP invested into the spell. For every MP invested into the sigil's drawing, the next spell cast within its boundaries has its targets increased by a multiple of the MP spent. The sigil is consumed by the casting of the spell enhanced by its geometry.
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Sacred Geometry (Space)
Metamagic +9
You employ mystical geometry to draw a sigil of space on a surface within the area of effect. The length of time it takes to draw the sigil with your maleficence is equal to 1 round per MP invested into the spell. For every MP invested into the sigil's drawing, the next spell cast within its boundaries has its area of effect increased by a number of encounter spaces that is a multiple of the MP spent. The sigil is consumed by the casting of the spell enhanced by its geometry.
-
Sacred Geometry (Time)
Metamagic +9
You employ mystical geometry to draw a sigil of time on a surface within the area of effect. The length of time it takes to draw the sigil with your maleficence is equal to 1 round per MP invested into the spell. For every MP invested into the sigil's drawing, the next spell cast within its boundaries has its duration increased by a multiple of the MP spent. The sigil is consumed by the casting of the spell enhanced by its geometry.
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Secret Passage
Dimension +5
By touch, you cause a mundane, inanimate surface equal to the area of effect to become immaterial, allowing anyone to pass through for the duration of the spell.
Maleficence
Psychic
Sorcery +9
The victim is confused until after their next action.
Stances
Focus
Defy Gravity
Trait
For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.
Known Stances
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Bonus Action
Active
You reach deep down into a hidden well of strength, momentarily pushing yourself beyond your limits. On your turn, you may take a non-combat, non-spellcasting bonus action in addition to making an attack.
-
Call Known Contacts
Active
You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)
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Defy Gravity
Passive
For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.
-
Derring-Do
Passive
Jack be nimble and jack be quick—you don't care if your landing sticks. As a bonus action, you may take an additional movement on any turn in the round. In addition, you may convert any bonus actions or reactions at your disposal into additional movements in the round.
-
Familiar Terrain
Passive
You've always been more comfortable in the outlands than polite society. You are immune to the adverse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.
-
Furtive Spell
Active
You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.
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Pass without Trace
Active
You expertly cover your tracks to disguise your scent, footprints, and signs of your passage though an encounter space. As an action, you may use this stance to create a narrative advantage regarding a misdirection you leave behind.
-
Silver Tongue
Active
Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.
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Steal Spell
Active
Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.
Focus
Defy Gravity
Trait
For the graceful dancer, trained trapeze artist, or daring cat burglar, defying gravity is a routine. You may take two non-combat, non-spellcasting bonus actions in the round, as long as they involve Deft. These actions must be causally related, and the success of the first action is required to attempt the second.
Inventory (10/12) 250
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Armament
Weapons
Armors
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 Deft
- 3+3 Magic Points
- 4+1 Mighty
- 5+3 Magic Points
- 6Swift (Firearms)
- 7+1 Deft
- 8+1 Skill
- 9+1 Smart
- 10+1 Skill