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Raine Halstorm - AI-generated fantasy Character

Raine Halstorm

Half-Elf · Warlock (The Great Old One) · Level 1 · Charlatan

Raine Halstorm

Raine is observant, irreverent, and socially agile.
AC12
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 8 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Disguise kit,
Forgery kit

Languages

Common,
Elvish,
Infernal

Features

13 features

Action

  • Mask of Many Faces, Charlatan's PracticeLevel 1

    Raine can use an action to magically create a disguise that lasts for 1 hour or until she dismisses it. She can alter her clothing, armor, weapons, and other belongings, but must adopt the same basic body shape. A creature can use its action to inspect the disguise and make an Intelligence Investigation check against her spell save DC.

Always on

  • Eldritch Blast

    When An enemy is within 120 feet and Raine wants to attack with magic.

    Raine fires a beam of crackling force at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.

  • Minor Illusion

    When Raine needs a distraction, false sound, or simple visual deception.

    Raine creates a sound or image no larger than a 5-foot cube within 30 feet. The illusion lasts for 1 minute with concentration not required, but physical interaction reveals it as an illusion.

  • Hex

    When Raine wants to weaken a dangerous target before attacking it repeatedly.

    Raine curses one creature within 90 feet for up to 1 hour with concentration. The first time she hits it with an attack, she deals an extra 1d6 necrotic damage. She also gains advantage on ability checks made to find the target, and can move the curse when the target dies.

  • Arms of Hadar

    When Multiple enemies surround Raine at close range.

    Dark tendrils erupt from Raine in a 15-foot cube around her. Each creature in the area makes a Strength saving throw, taking 2d6 necrotic damage on a failure or half as much on a success. A creature that fails also cannot take reactions until its next turn.

  • Otherworldly Patron, The Great Old OneLevel 1

    Raine's patron is the Great Old One, a distant and incomprehensible entity that grants her occult power for reasons she cannot perceive. She can communicate telepathically with any creature she can see within 30 feet, and the creature understands her if it knows at least one language. She does not need to share a language with the creature for it to understand her telepathic messages.

  • Pact MagicLevel 1

    Raine can cast warlock spells using Charisma as her spellcasting ability. She knows two cantrips and two 1st-level warlock spells. She regains her expended spell slots after completing a short or long rest.

  • TraitHalf-ElfDarkvision, Raine 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 sees darkness as shades of gray.
  • TraitHalf-ElfFey Ancestry, Raine has advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitHalf-ElfSkill Versatility, Raine is proficient in Deception and Sleight of Hand.
  • TraitHalf-ElfHalf-Elf Ability Score Increase, Charisma increases by 2, Strength increases by 1, and Wisdom increases by 1.
  • TraitHalf-ElfLanguages, Raine can speak, read, and write Common and Elvish, plus one additional language, Infernal.
  • False IdentityCharlatan

    Raine can always find a place to hide, rest, or recuperate among other people who live by deception. She knows the signals and customs of confidence artists, swindlers, and other criminals, and they recognize her as one of their own.

Spells

4 spells

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

Cantrips (at will): ,

1st level (1 slot): ,

Gear

10 items

Weapons

  • 2×
    Dagger
    A simple one-handed weapon used when spellcasting is unwise.
  • Light crossbow
    A ranged weapon with ammunition for twenty attacks.

Armor

  • Leather armor
    Light armor made of leather, worn under her coat.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, wigs, false facial hair, clothing pieces, and accessories.
  • Forgery kit
    A forgery kit containing writing materials, seals, papers, and inks.

Gear

  • 20×
    Crossbow bolt
    Bolts sized for the light crossbow.
  • Component pouch
    A container holding mundane and occult components for spellcasting.
  • Scholar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Fine clothes
    An elegant set of fine clothes used to support her false identities.

Purse

  • 15×
    Gold pieces
    A purse containing starting funds.

Appearance

Raine is a tall, broad-shouldered half-elf with warm brown skin, thick black hair worn in a carefully maintained braid, and bright gray-green eyes. She dresses in a well-cut but slightly outdated burgundy coat over practical leather armor, favoring brass buttons, polished boots, and a silver signet ring that belongs to no real noble house. Her grooming is deliberate and unusually immaculate. Before she speaks, she pauses as though listening to a distant voice, then clears her throat softly. Her voice is low, smooth, and carefully modulated, becoming warmer or colder depending on which version of herself she is presenting.

Mannerisms

Raine pauses for one deliberate breath before answering difficult questions, then clears her throat as if preparing to deliver a line onstage. She maintains steady eye contact during lies and looks away only when telling the truth. When nervous, she silently straightens the cuffs of her coat and checks that her signet ring is facing outward.

Personality

Raine is observant, irreverent, and socially agile. She treats conversation like a card game, constantly measuring what others want and what they fear. She is generous toward outsiders, suspicious of authority, and genuinely fascinated by people who refuse to be impressed by her. Beneath her practiced confidence is a private hunger to be known without having to perform.

Ideals

Freedom. No god, government, patron, or past identity has the right to own me. I will decide who I am, even if I have to deceive the world into accepting it.

Bonds

She must recover the missing final page of the manuscript that awakened her patron, even if doing so means betraying the people who currently protect it. She also keeps a list of every person who trusted her sincerely, intending one day to repay them all, though she has not decided whether repayment or continued deception would be kinder.

Flaws

Raine cannot resist improving a lie, even when the truth would serve her better. She assumes every offer of kindness hides a price, and when she feels cornered, she becomes theatrical, manipulative, and needlessly cruel. Most dangerously, she believes she is clever enough to outwit her patron.

Quirks

Keeps several false names written on scraps of paper inside her boots.
Refers to her patron as if it were an annoying business associate.
Polishes her signet ring whenever someone mentions family.
Collects small objects from successful cons, but labels them with the victim's real name.
Sometimes answers a question with a different accent before catching herself.

Background

Raine Halstorm was raised between worlds, never entirely accepted in either her human mother's village or her elven father's traveling household. She learned early that people trusted confidence more readily than truth. By sixteen, she had invented three names, two noble lineages, and a remarkably profitable story about a nonexistent inheritance. Her favorite con involved posing as a distant relative of a dead magistrate, collecting sympathy from grieving households, and leaving them convinced they had done her a kindness. She did not think of herself as cruel. In her view, people paid for the story they wanted to believe, and she merely provided it. The bargain that changed her life began as another performance. While impersonating an occult scholar, Raine read aloud from a forbidden manuscript whose final page had been deliberately removed. Something vast and patient answered from beyond the written symbols, offering knowledge in exchange for a promise she did not fully understand. Since then, a presence known as the Pale Listener has spoken to her through reflections, candle flames, and the silence between words. Raine believes she tricked the entity into granting her power, though the entity has never agreed with that interpretation. Now she travels as a warlock and professional deceiver, searching for the missing final page while avoiding anyone who might recognize the identity she used when she first made the pact.

“She learned early that people trusted confidence more readily than truth.”
From their backstory
Background
Charlatan

Connections

Species

Half-Elf

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