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1

D&F Ashleigh Cultist oftheDang

  • Origin Humans
  • Class Cleric
  • Kit Warlock
  • Culture Arcadian
  • Faction
  • Ethos Judicator
1

Mighty +1

+1

Deft +5

+5

Smart +5

+5

Hit Points

2 / 2

Armor Points

0 / 4

Magic Points

4 / 10

Fate Points

0 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Exorcise

Technique

Icon

You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the 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
4

Hand Crossbow +5

Missile

Weapon Icon
3

Sickle +7

Light

Disarm
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Thaumaturgy +7

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Spells

  • Spell Icon

    Anti/Sympathy

    Charm +7

    You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.

  • Spell Icon

    Bane

    Necromancy +7

    Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.

  • Spell Icon

    Blessing

    Curative +7

    You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Circle of Binding

    Abjuration +7

    You shape your maleficence into a circle of power, imprisoning your targets within its boundaries. Victims within the circle cannot physically leave it, but they may make ranged attacks or cast spells that cross the boundary. You must concentrate on the working of the spell against your opponents for its duration, otherwise your targets may freely exit the circle.

Maleficence

Maleficence Icon

Psychic

Thaumaturgy +7

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells 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 (3/11)
165

Item Icon
Hand Crossbow
Weapon
Item Icon
Leather
Shield
3
Item Icon
Reinforced Vestments
Armor
Item Icon
Sickle
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Hand Crossbow
Attr
+5
Skill
DMG
4
Tactics
Icon
Sickle
Attr
+5
Skill
+2 Light
DMG
3
Tactics
Disarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
AP
+4
Soak
Mighty
1
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Leather (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm

Supply

Notes

Quest Log

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Archetype

None Selected

Experience

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