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Shape - AI-generated fantasy Character

Shape

Goblin · Warlock (The Fiend) · Level 5 · Outlander

Shape

Shape is quiet, observant, and unnervingly practical.
AC11
HP33/33
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 33 · 30 ft.
AlignmentNeutral EvilGenderFemaleAge19 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Light crossbows,
Scimitars

Tools

Hunting trap,
One musical instrument, bone flute

Languages

Common,
Goblin,
Infernal

Features

15 features

Bonus action

  • Nimble Escape

    When Bonus action

    As a bonus action, she takes the Disengage or Hide action.

  • Nimble EscapeGoblinShe can take the Disengage or Hide action as a bonus action on each of her turns.

Always on

  • Eldritch Blast

    When Action

    She fires a beam of crackling eldritch energy. Make a ranged spell attack using her spell attack bonus. On a hit, the target takes 1d10 + 2 force damage. At character level 5, she fires two beams, which may target the same or different creatures.

  • Fury of the Small

    When When damaging a larger creature

    When she deals damage to a creature with an attack or spell and the creature is larger than her, she can deal extra damage equal to her level once per short or long rest.

  • Dark One’s Blessing

    When When a hostile creature reaches 0 hit points

    When she reduces a hostile creature to 0 hit points, she gains 8 temporary hit points.

  • Otherworldly Patron, The FiendLevel 1

    She has made a pact with a fiendish patron. When she reduces a hostile creature to 0 hit points, she gains temporary hit points equal to her Charisma modifier plus her warlock level, for a total of 8 temporary hit points.

  • Pact MagicLevel 1

    She knows three cantrips and six warlock spells. Her spellcasting ability is Charisma. She regain her two Pact Magic spell slots after a short or long rest, and both slots are 3rd level.

  • Eldritch InvocationsLevel 2

    She learns two eldritch invocations. She has selected Agonizing Blast, which adds her Charisma modifier to the damage of Eldritch Blast, and Book of Ancient Secrets, which gives her a Book of Shadows and allows her to learn ritual spells.

  • Pact Boon, Pact of the TomeLevel 3

    She receives a Book of Shadows containing three additional 1st-level ritual spells from any class. Her selected rituals are Find Familiar, Detect Magic, and Comprehend Languages.

  • Ability Score ImprovementLevel 4

    She increases her Charisma score by 2, from 13 to 15, improving her Charisma modifier to +2.

  • Pact Magic ImprovementLevel 5

    She gains access to two 3rd-level Pact Magic spell slots. Her Fiend patron grants access to the Fiend expanded spell list, although those spells are not automatically known.

  • DarkvisionGoblinShe can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she cannot discern color in darkness.
  • Fury of the SmallGoblinOnce per short or long rest, when she damages a creature larger than her, she can deal extra damage equal to her level.
  • LanguagesGoblinShe can speak, read, and write Common and Goblin.
  • WandererOutlander

    She has an excellent memory for maps, terrain, weather, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources. She also remembers the general layout of terrain, settlements, and other features around her.

Spells

13 spells

Spellcasting. Shape casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

1st level: , , , ,

2nd level: ,

3rd level (2 slots): , ,

Gear

12 items

Weapons

  • Light crossbow and 20 bolts
    A light crossbow suitable for ranged attacks, with a quiver holding 20 bolts.
  • Scimitar
    A simple melee weapon with a short, broad blade.

Tools

  • Hunting trap
    A hunting trap for securing game or hindering pursuers.
  • Brass whistle
    A battered brass whistle used to signal across valleys and forested ravines.
  • Bone flute
    A small bone flute learned during years of travel.

Gear

  • Component pouch
    A component pouch used as a spellcasting focus.
  • Book of Shadows
    A leather-bound Book of Shadows containing three ritual spells and blank pages for additional occult discoveries.
  • Scholar’s pack
    A dark leather scholar’s pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Wooden staff
    A staff used for walking, marking trails, and warding off animals.
  • Hunting trophy
    A trophy taken from a creature she killed, a cracked black antler wrapped in red thread.
  • Traveler’s clothes
    Traveler’s clothes suited to harsh roads and unsettled wilderness.

Purse

  • Belt pouch with 10 gp
    A belt pouch containing the 10 gp granted by her background.

Appearance

A small, wiry female goblin with moss-green skin, long pointed ears, and a narrow jaw crowded with tiny, needlelike teeth. Her lower canines show whenever she speaks, eats, or smiles, which gives even ordinary conversation a predatory edge. She wears a weather-stained dark cloak over patched leather, with bone charms and black iron tokens sewn into the hem. Before speaking, she pauses, draws a thin breath through her teeth, and quietly clears her throat as though preparing to deliver a verdict. Her yellow eyes are bright and watchful, and her fingers are stained with ash, ink, and old campfire grease.

Mannerisms

She pauses before answering, inhales sharply through her teeth, and clears her throat in a small rasp. When pleased, she exposes her lower canines and taps two fingers against her Book of Shadows. When lying, she becomes unnaturally still and speaks in a borrowed accent.

Personality

Shape is quiet, observant, and unnervingly practical. She listens longer than most people expect, then offers a short answer that reveals she noticed far more than she said. She is fascinated by systems of power, from predator hierarchies to aristocratic etiquette, and treats every social gathering as a map of concealed leverage. She can be charming when useful, but her smiles show too many teeth and never quite reach her eyes.

Ideals

Power. The world belongs to those willing to use every advantage, especially the advantages polite people pretend not to see.

Bonds

She keeps the stolen maps of her old hunting band and intends to return one day, not to reunite with them, but to lead their enemies through every hidden trail they once considered theirs.

Flaws

She cannot resist exploiting a weakness once she notices it, even when mercy would be wiser. She assumes every kindness is a test, every alliance is temporary, and every person is secretly keeping score.

Quirks

She gives people private names based on the sound of their footsteps.
She collects fragments of broken trail markers and arranges them by the direction they once pointed.
She tastes unfamiliar water before drinking it, even in civilized settlements.
She writes important names backward in Infernal so casual readers cannot recognize them.

Background

Shape was born among a goblin hunting band that followed game through bleak forests and abandoned borderlands. She learned early that the wilderness did not reward bravery, only patience, cunning, and the willingness to let someone else take the first risk. She became the band’s pathfinder because she could remember every ravine, game trail, and half-collapsed ruin she passed. Her name came from her habit of changing posture, voice, and expression whenever she needed to imitate a traveler, scout, or wounded stranger. In a ruined watchtower, Shape found a black iron brand buried beneath a dead soldier’s altar. The brand spoke in the voice of a distant fiend, promising that every secret stolen from the wild could become power. Shape accepted, not from desperation, but because she wanted to become the one creature in her band that no one could safely betray. Her patron’s gifts made her valuable, then feared. When the band tried to bind her and sell her to a passing mercenary company, she poisoned their water, walked away with their maps, and left them lost in country she knew by heart. Now she travels as an outlander and occult guide, selling routes, secrets, and curses to those who can pay, while quietly seeking the perfect opportunity to make her former companions understand exactly what they created.

“She learned early that the wilderness did not reward bravery, only patience, cunning, and the willingness to let someone else take the first risk.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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