Mighty +5
Deft +3
Smart +4
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Transformed
The stars aligned on your birth; the dark wizard failed to kill you; you bear the magic mark. Your secret is a gift and a curse. You seek to understand what you really are.
Strange
Nature recoils at your presence. Animals actively fear and avoid you. Dogs bark, birds caw.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Mind Over Body
Technique
As a reaction, 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 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.
Battle Mage
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Equipment
Weapons
Estoc (Tuck Sword) +7
Edged
Bare Fists or Feet +5
Hand-to-Hand
Armor
Reinforced Leather
Medium
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
Vampiric
+4 Smart
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Spells
-
Breath Weapon
Elemental +4
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you), but your maleficence deals zero damage.
-
Enervate
Necromancy +5
Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.
-
Levitation
Force +5
You rise up above the ground (or lower to it) at a slow, walking pace. If others grab ahold of you, they too are levitated.
-
Magic Step
Dimension +5
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.
-
Suffocate
Necromancy +5
You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and their movement rate becomes 0; on the third round, on Smart as well, and they are stunned. This spell will not kill its victims, but after the third round they will be unable to stand. You must concentrate on the working of this spell, or else your target will regain their breath.
-
Unnatural Persistence
Enchantment +5
This spell lasts 1 hour per MP spent. For the duration of the spell, you or your target do not need food, water, or air to survive.
Maleficence
Vampiric
+4 Smart
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Stances
Focus
Punisher Stance
Combat
Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.
Known Stances
-
Bonus Attack
Passive
Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single attack as a bonus action in the round against a different opponent within a personal space of your victim, at disadvantage.
-
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
-
Punisher Stance
Passive
Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.
Focus
Punisher Stance
Combat
Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.
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 Skill
- 3+1 Mighty
- 4+3 Magic Points
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk