Chery Noble
Chery Noble
Sheet
AC 12 · HP 7 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- InsightWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Eldritch Blast
When On your turn
Ranged spell attack, 120 feet. On a hit, the target takes force damage. This is Chery's most reliable blast of unstable eldritch power.
- Mage Hand
When On your turn
You conjure a spectral hand that can manipulate objects, open doors, or perform small tasks at a distance.
- Armor of Agathys
When When cast
You shroud yourself in a frosty, crackling field of temporary protection. Useful when someone gets too close.
- Hex
When When cast
You place a curse on a foe, sharpening your attacks and making the target easier to track and harm.
- Awakened MindLevel 1
Your patron is a Great Old One, an unfathomable intelligence from beyond the world. At 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
- Pact MagicLevel 1
Your magical power comes from a pact with a patron. You know two cantrips of your choice from the warlock spell list. You know two 1st-level spells of your choice from the warlock spell list. You have two 1st-level spell slots, and regain all expended spell slots when you finish a short or long rest. You can cast known warlock spells using these slots. At 1st level, all of your spell slots are 1st level.
- TraitHumanAbility Score Increase, your ability scores each increase by 1
- TraitHumanExtra Language, you can speak, read, and write one extra language of your choice
- TraitHumanVersatility in the streets and in survival through constant adaptation
- City SecretsUrchin
You can get by in the city among other urban strays and the invisible people of the streets. You know where to find hidden passageways, food, safe shelter, and who is willing to trade in secrets, scraps, or favors.
Spells
4 spellsSpellcasting. Chery Noble casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- Light CrossbowA light crossbow and 20 bolts from warlock starting equipment
- DaggerA dagger from the urchin background
Armor
- Leather ArmorLeather armor from warlock starting equipment
Tools
- Disguise KitDisguise tools gained from surviving on the streets
- Thieves' ToolsThieves' tools for locks, snares, and quick escapes
Gear
- 20×Crossbow BoltsBolts for the light crossbow
- Component PouchA component pouch for spellcasting
- Common ClothesA set of dark common clothes with deep pockets
- Belt PouchA belt pouch containing 10 gp from the urchin background
Appearance
Chery Noble is a sharp-eyed young human woman with soot-dark hair that frizzes at the ends like singed wire, pale skin marked by faint freckle-like scars that shimmer under moonlight, and an ever-alert posture that makes her look like she is always half a step from running or striking first. She wears patched urchin leathers beneath a threadbare cloak, and when her magic stirs, stray sparks of green-white light flicker around her fingertips and along the edges of her eyes.
Mannerisms
She speaks softly until she is angry, then her words come fast and sharp. When thinking, she taps two fingers against her wrist like she is checking for a pulse, and when she lies, she smiles with only one corner of her mouth.
Personality
Chery is clever, suspicious, and fiercely independent, with the desperate humor of someone who learned to laugh before the world could make her cry. She helps people in need, but never for free if she can help it, because she believes everyone survives by bartering something, even if it is only trust.
Ideals
Freedom. No chain, law, debt, or divine promise should own a person's future. If power exists, it should be used to pry open locked doors, not build new ones.
Bonds
She keeps a cracked brass locket that belonged to the only person who ever fed her without asking for anything in return. She is determined to protect the other street children of the city, especially the ones who remind her of herself before the explosion.
Flaws
Chery assumes every gift has a hidden cost, so she often sabotages her own chances before anyone else can betray her. When frightened, she gets reckless and mean, and she would rather start a fight than admit she feels small.
Quirks
Background
Chery Noble was born in the dead center of an alchemist's catastrophe, a blast of green fire and shattered glass that leveled a tenement block and left her the only living thing in the crater. The city called it a miracle, then a curse, then a convenient rumor. Chery called it hunger, because when the smoke cleared she had no family, no home, and a strange hum in her bones that made nearby lanterns gutter and crackle. She learned to survive in the alleys, stealing bread, stealing answers, and stealing moments of safety from a city that preferred not to look at children like her. Her talent first looked like wizardry. She could lift a rusted latch without touching it, ignite candle wicks with a thought, and make shadows answer when no one else was watching. But books were rare in the gutters and teachers were cruel, so her magic twisted around whatever she could scavenge. One night, while hiding in a ruined shrine beneath the cisterns, she answered a whisper from the dark and something answered back. It offered power, guidance, and a way to make the world stop treating her like discarded trash. Chery accepted, not because she trusted the voice, but because she had always trusted survival more than sanctimony.
“The city called it a miracle, then a curse, then a convenient rumor.”
- Background
- Urchin
Connections
Species
Human
Media
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