Adewale Soremi
Adewale Soremi
Sheet
AC 10 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Short Rest Recovery
When After a short rest
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see, leaving behind a burst of harmless green flame. This is the Misty Escape effect granted by the Fiendish Resilience? No, this move is not available at level 5.
Always on
- Eldritch Blast
When When a hostile creature is within 120 feet
A beam of crackling green energy streaks toward a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Dark One's BlessingLevel 1
When When you reduce a hostile creature to 0 hit points
When you reduce a hostile creature to 0 hit points, gain 6 temporary hit points.
- Otherworldly Patron, The FiendLevel 1
You have made a pact with a mysterious otherworldly entity. Your patron is an archdevil who grants you magical power in exchange for influence, service, or favors. The Fiend patron also grants you expanded spell options.
- Pact MagicLevel 1
You can cast warlock spells using Charisma as your spellcasting ability. You know three cantrips and six warlock spells, and you regain expended spell slots after a short or long rest.
- Eldritch InvocationsLevel 2
You learn two eldritch invocations. You can replace one invocation whenever you gain a warlock level. Chosen invocations: Agonizing Blast and Mask of Many Faces.
- Pact Boon, Pact of the TomeLevel 3
You can choose a boon from your patron. You have chosen Pact of the Tome, receiving a Book of Shadows. You learn three additional cantrips from any class. These cantrips count as warlock cantrips for you but do not count against your number of cantrips known.
- Ability Score ImprovementLevel 4
You learn one additional warlock spell and can replace one known warlock spell when gaining a level.
- Eldritch Invocation, Book of Ancient SecretsLevel 5
You can learn ritual spells written in your Book of Shadows. During your adventures, you can add two 1st-level ritual spells from any class to the book. Chosen rituals: Find Familiar and Detect Magic.
- Pact Magic ImprovementLevel 5
When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, provided it is of a level for which you have spell slots.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTieflingHellish Resistance, you have resistance to fire damage.
- TraitTieflingInfernal Legacy, you know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast Darkness once per long rest. Charisma is your spellcasting ability for these spells.
- Rustic HospitalityFolk Hero
Common people will shelter the character, hide them from the law or anyone pursuing them, and provide modest aid when possible.
Spells
11 spellsSpellcasting. Adewale Soremi casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , , ,
2nd level: ,
3rd level (2 slots):
Gear
9 itemsWeapons
- Light crossbow and 20 boltsA light crossbow with 20 bolts.
- Wooden staffA simple wooden staff used as an arcane focus and walking stick.
Tools
- Artisan's toolsA shovel, iron pot, common clothes, and a pouch containing 10 gp.
Gear
- Component pouchA component pouch for casting spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsA Book of Shadows granted by Pact of the Tome, containing three additional cantrips and two ritual spells.
- Common clothesA set of common clothes.
- Keepsake charmA brass charm bearing the symbol of the village spring.
Purse
- 10×Gold piecesA small pouch containing ten gold pieces.
Appearance
A striking tiefling with deep russet-red skin, softly curled black hair, swept-back ivory horns, and amber eyes flecked with gold. Their tail is long and expressive, usually wrapped once around one ankle when they are thinking. They dress in practical village clothes beneath a weathered dark-blue cloak, with a brass charm from their home village tied near the base of one horn. Their hands are calloused from farm work and woodcarving, while faint orange sparks sometimes gather around their fingertips when their emotions rise.
Mannerisms
Adewale taps two fingers against the brass charm near their horn whenever someone mentions home. Their tail curls tightly around their leg while lying and sways in slow, thoughtful arcs while listening. They pronounce names carefully, repeating them once under their breath so they will not forget them.
Personality
Warm, observant, and quietly stubborn. Adewale treats strangers like neighbors until they prove otherwise, has an instinctive tenderness toward animals, and prefers practical solutions over grand speeches. They are fascinated by old bargains and forgotten names, yet deeply wary of becoming the sort of person who uses power merely because they possess it.
Ideals
Protection. Power is only honorable when it is placed between the vulnerable and those who would prey upon them.
Bonds
The village of Oru-Ayo gave me a home when fear would have made others cast me out. I will protect its people, its spring, and every traveler who reminds me of them.
Flaws
I am too willing to bargain with dangerous powers when innocent people are threatened, and I sometimes mistake stubbornness for courage. I also hide my fear behind jokes until the danger has become impossible to ignore.
Quirks
Background
Adewale Soremi grew up in a farming village built around red soil, stubborn millet, and a spring that never ran dry. The villagers loved Adewale despite the old superstitions surrounding their horns and tail. They repaired fences, settled disputes between neighbors, and learned to coax frightened animals into calm. Their life changed when a wealthy landholder tried to seize the village spring. During the confrontation, Adewale called upon a voice they had heard for years in dreams, a patient presence promising the strength to protect everyone. Green flame answered, the landholder's guards fled, and the spring remained free, but Adewale knew the power had come from something far older and less merciful than any village legend.
“The villagers loved Adewale despite the old superstitions surrounding their horns and tail.”
- Background
- Folk Hero
Connections
Species
Tiefling
Media
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