Milo Ashwhisper
Milo Ashwhisper
Sheet
AC 13 · HP 38 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Investment of the Chain MasterLevel 1
When you cast Find Familiar, your familiar gains the benefits of your eldritch power, including faster movement, the ability to attack as a bonus action when commanded, and the ability to deal necrotic or radiant damage instead of bludgeoning, piercing, or slashing damage. If the familiar takes damage, you can use your Reaction to grant it Resistance to that damage.
Always on
- Burning Hands
When Always prepared from Fiend Patron
A burst of hellfire scorches creatures in a small area.
- Command
When Always prepared from Fiend Patron
Force a creature to obey a brief command.
- Scorching Ray
When Always prepared from Fiend Patron
Hurl searing bolts of fire at a target.
- Suggestion
When Always prepared from Fiend Patron
Twist behavior with a whispered suggestion.
- Fireball
When Always prepared from Fiend Patron
Explode in a sphere of infernal flame.
- Stinking Cloud
When Always prepared from Fiend Patron
Choke a space with noxious green vapor.
- Pact MagicLevel 1
You formed a pact with a mysterious lower planar patron, and gained the ability to cast Warlock spells using Pact Magic. You have 2 Pact Magic spell slots, both of 3rd level. You regain all expended Pact Magic spell slots when you finish a Short Rest or Long Rest.
- Eldritch InvocationsLevel 1
You have unearthed forbidden invocations that grant abiding magical abilities. You know 3 Eldritch Invocations.
- Pact of the ChainLevel 1
You know the Pact of the Chain invocation. You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot. Your familiar can take one of the special forms allowed by the invocation.
- Eldritch MindLevel 1
You have advantage on Constitution saving throws you make to maintain Concentration.
- Fiend PatronLevel 3
You have begun to bargain with a Fiend Patron drawn from the Lower Planes. Your patron spells are always prepared.
- Dark One's BlessingLevel 3
When you reduce an enemy to 0 Hit Points, or when a creature within 10 feet of you is reduced to 0 Hit Points by someone else, you gain temporary hit points equal to your Charisma modifier plus your Warlock level, minimum 1.
- Fiend SpellsLevel 3
Your patron's magic grants you Fiend spells that are always prepared. At level 5, those spells are Fireball and Stinking Cloud.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify. This build uses the feature to increase Charisma.
- Magical CunningLevel 2
You can perform an esoteric rite for 1 minute to recover expended Pact Magic spell slots, up to half your maximum slots rounded up. You can use this once per Long Rest.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest.
- TraitHumanSkillful, you gain proficiency in one skill of your choice.
- TraitHumanVersatile, you gain an Origin feat of your choice.
- Dockside FavorCustom Background, Shipboard Smith
People who work docks, shipyards, and forges tend to take him seriously once they see the calluses on his hands and the way he handles tools. He can usually find a place to sleep near working crews, and he knows who to ask when he needs supplies, rumors, or a quiet favor.
Spells
15 spellsSpellcasting. Milo Ashwhisper casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , , ,
2nd level: , , , ,
3rd level (2 slots): ,
Gear
6 itemsWeapons
- DaggerA worn dagger with a bone handle, kept for utility more than violence.
Armor
- Leather ArmorA suit of stitched leather armor worn under a patched harbor coat.
Tools
- Smith's ToolsA set of smith's tools inherited from family work and carried like a treasure.
Gear
- Amulet FocusAn old iron amulet taken from the raider who shattered his life, used as a spellcasting focus.
- Explorer's PackA backpack with flint and steel, a small hammer, travel rations, and spare cord.
- Traveler's ClothesTravel clothes, patched and salt-stained from the voyage that changed everything.
Appearance
A small human child with soot-smudged cheeks, careful hands, and an old harbor rope bracelet tied around one wrist. He dresses like a dockside errand boy in patched clothes, but his new amulet hangs at his chest like a warning sign, and when he is afraid, faint ember light sometimes flickers in his eyes.
Mannerisms
He speaks politely to people who frighten him, then watches them from the corner of his eye like a dock cat measuring a dog. When anxious, he taps iron rhythms on his belt buckle as if checking that the world is still solid. He stands very still when praised, as though waiting for the catch.
Personality
Quietly polite, startlingly observant, and more brave in emergencies than he is in ordinary conversation. He wants to be thanked with a nod more than applause. He likes listening to adults argue about practical things, especially tools, repairs, and money, because those arguments make him feel like the world can be fixed.
Ideals
Safety first. He believes no child should ever be left to drown in fear, and if a monster offers protection, the world must be so cruel that even a monster can look like mercy. He wants to become strong enough to protect himself and others without needing to beg for it.
Bonds
He still searches every crowd for the faces of his mother and father, and every sunset over water feels like a promise he has not kept. He clings to the scarred amulet he stole from the raider, because it is both the last proof that the attack was real and the only thread he has left to pull on.
Flaws
He trusts rescue too quickly, because one terrible night taught him that being alone is worse than being owned. When frightened, he can become fiercely obedient to whoever sounds strongest or safest, even when his instincts scream that he should run. He also hoards dangerous keepsakes, because if an object survived him once, he believes it might keep surviving with him.
Quirks
Background
It happened so fast. One moment he was on a cheerful boat ride with his parents, listening to adults laugh at sailor swears he was absolutely not supposed to repeat, and the next the sea turned into fire, screams, and splintered wood. He remembers the smell most clearly, salt, smoke, hot iron, and blood. He remembers clinging to the rail, trying to spot his mother and father through the chaos, and finding only shapes falling into the water. Before the terror could swallow him, he saw something shiny in the hand of one of the raiders, a hateful little amulet, and in a desperate scuffle he grabbed it. He did not understand what he had stolen. He only understood that the person who had held it had wanted him dead for taking it.
“He remembers the smell most clearly, salt, smoke, hot iron, and blood.”
- Background
- Custom Background, Shipboard Smith
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Milo Ashwhisper into a sheet
A high-res, share-ready sheet you can post or print.