Serana
Serana Graveheart | |
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Serana Graveheart, as seen in Daggerford | |
General Information | |
Pronouns | She/Her |
Race | Human |
Class | Warlock |
Patron | The Fiend / Asmodeus |
Background | Haunted One |
Spell Slot Level | 2nd |
Spells Known | 5 |
Proficiencies & Skills | |
Languages |
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Weapons |
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Armor |
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Tools | None |
Skills |
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Physical Characteristics | |
Height | 5' |
Eyes | Red |
Hair | Black, Long |
Age | [UNKNOWN] |
Relationships | |
Family | [UNKNOWN] |
Romantic | [N/A] |
Friends |
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Fiend Expanded Spells | |
1st |
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2nd |
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3rd |
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4th |
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5th |
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Early Life
Site Contents
- Early Life
- Class Features
- Eldritch Incovactions
- Dark One's Blessing
- Pact Boon
- Misc. Features & Traits
- Haunted One
- Witch Kin
- Crossbow Expert
- Firearms
- Flintlock Pistols
- Misfire
- Reload
- Spells
Class Features
- Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot of meterial components. Your AC while under the effects of mage armor becomes 13 + your Dexterity modifier.
You learn new Eldritch Invocations at 4th, 9th, 13th, and 17th level. However, you can trade one Eldritch Invocation for another that you could learn at that level upon each level up.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Other Features
Haunted One
(from Haunted One background). Those who look into your eyes can see that you have face unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtest and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
SECRET
(from chosen Secret). You are the descendant of an ancient and powerful witch that discardeed her only child for being born a girl. Now, generation aftre generation, some remnants of evil magic still courses through your bloodline.
As a gift from your bloodline, you can cast infestation.
Crossbow Expert
(from lvl 4 feat). Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Firearms
Flintlock Pistols
Your Flintlock Pistols are categorized as 'light' meaning you are able to dual wield them. Their Misfire value is a 2. Their Reload value is a 4.
MisfiresIf an attack roll with a firearm is equal to or less than your firearm's 'Misfire Value' (2 for Flintlock Pistols), the firearm misfires and the attack misses. Weapons in your offhand cannot misfire. A weapon that has beeen misifred cannot be ussed to make ranged attacks again until you repair it.
You can repair a misfired weapon by using your action to make a successful Intelligence check. The DC is equal to 8 + the weapon's misfire score (a '10' for Flintlock Pistols). If your check fails, the weapon breaks and must be repaired outside of combat. Repairing a broken firearm costs 1/4 of the weapons total value in materials. Creatures that fire a firearm and are not proficient increase a weapon's misfire value by 2.
ReloadFirearms must be reloaded in combat, which requires a free hand. A firearm can be fired a number of times equal to its reload value (4 for Flintlock Pistols) before it must be reloaded. You can use your action to reload all of your equipped firearms at once.
Spells
Cantrips
Eldritch Blast
- Casting Time: 1 action
- Range: 120 feet
- Target: Creature within range
- Components: V S
- Duration: Instant
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 force damage.
This spell creates more than one beam when you reach higher levels: two beeams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct these beams at the same target or at different ones. Make a separate attack roll for each beam.
Add your Charisma bonus to your damage, as per the Agonizing Blast Eldritch Invocation.
Mage Hand- Casting Time: 1 action
- Range: 30 feet
- Target: A point in range
- Components: V S
- Duration: One Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismisss it as an action. The hand banishes if it is ever more than 30 fet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents of a vial. You can move the hand up to 30 ft each time you use it.
The hand cannot attack, activate magic items, or carry over ten pounds.
Infestation
- Casting Time: 1 action
- Range: 30 feet
- Target: One creature within range
- Components: V S M (a living flea)
- Duration: Instant
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moved 5 feet in a random direction if it is able to move. Roll a d4 for the direction: 1 north; 2, south; 3, east; 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
This spell's damage increases by 1d6 on 5th, 11th, and 17th level.
Mage Armor
- Casting Time: 1 action
- Range: Self
- Target: One creature within range
- Components: Free
- Duration: 8 hours
A protective magical force surrounds you for eight hours. Your base AC becomes 13+ your Dexterity modifier. The spell ends if the target dons armor, or if you dismiss the spell.
This spell was a gift from Asmodeus, and features some modifications from the original mage armor spell.
Thaumaturgy
- Casting Time: 1 action
- Range: 30 feet
- Target: Point within range
- Components: V
- Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Spare the Dying
- Casting Time: 1 action
- Range: Touch
- Target: Creature within range
- Components: V, S
- Duration: Instant
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Produce Flame
- Casting Time: 1 action
- Range: Self
- Target: One creature within range
- Components: V, S
- Duration: 10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spells
Expeditious Retreat
- Casting Time: 1 bonus action
- Range: self
- Target: Self
- Components: V S
- Duration: Concentration, up to 10 Minute
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the dash action.
Witch Bolt
- Casting Time: 1 action
- Range: 30 feet
- Target: Creature within range
- Components: V S M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you an the target. Make a ranged spell attack against that creature. One a hit, the target takes (as of lvl 3) 2d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 2d12 lightning damage to the target automatically. The spell endds if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increasess by 1d12 for each slot above 1st.
Hold Person
- Casting Time: 1 action
- Range: 60 feet
- Target: Creature within range
- Components: V S M (a small, straight piece of iron)
- Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Scorching Ray
- Casting Time: 1 action
- Range: 120 feet
- Target: One or several creatures within range
- Components: V S
- Duration: Instant
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Misty Step
- Casting Time: 1 bonus action
- Range: 30 feet
- Target: Self
- Components: V
- Duration: Instant
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Trivia!
Serana has a maximum carrying capacity of 195 lbs!
Serana hates soup!