Shane Shout
Shane Shout
Sheet
AC 13 · HP 15 · 30 ft.Saving throws
Skills
- DeceptionCHA
- IntimidationCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Eldritch Blast
When On your turn
You blast a creature with crackling force. This is your signature ranged magical attack and the spell most often associated with your pact.
- Hellish Rebuke
When When damaged by a creature you can see
You draw protective infernal warding around yourself, turning hostile attention into a brief cushion of temporary hit points or punishment.
- Pact MagicLevel 1
You can cast warlock spells using your Charisma, and you regain your spell slots when you finish a Short Rest. You know a limited number of warlock spells and cantrips appropriate to your level.
- Otherworldly Patron, FiendLevel 1
You have entered into a supernatural pact with a Fiend. You gain expanded spell options and the Dark One's Blessing feature, which grants you temporary hit points when you reduce a hostile creature to 0 Hit Points.
- Eldritch InvocationsLevel 2
You have learned two Eldritch Invocations, gaining magical benefits that reflect your pact and style of spellcasting.
- Pact Boon, Pact of the TomeLevel 3
You gain a Pact Boon that defines how your patron channels power through you. Pact of the Tome gives you a Book of Shadows and extra magical versatility through ritual and cantrip-like utility.
- TraitHumanResourceful, gain Heroic Inspiration when you finish a Long Rest.
- TraitHumanSkillful, gain proficiency in one skill of your choice.
- TraitHumanVersatile, gain an additional Origin feat-related benefit and adaptable training befitting a highly flexible human.
- Criminal ContactCriminal
You have a reliable contact in the criminal underworld who can provide information, minor assistance, or a discreet place to lay low, provided you do not betray their trust.
Spells
6 spellsSpellcasting. Shane Shout casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level: , , ,
2nd level (2 slots): no spells
Gear
7 itemsWeapons
- Light CrossbowA simple light crossbow suitable for cautious fighting at range.
Armor
- Leather ArmorA light suit of protective leather armor, worn and practical.
Tools
- Thieves' ToolsA set of tools used for picking locks and bypassing secured places.
Gear
- 20×Crossbow BoltsBolts for the light crossbow.
- Arcane FocusA weapon of occult focus, etched with infernal marks.
- Dungeoneer's PackA small pack with provisions, travel odds, and a hidden pocket for illicit valuables.
- Dark Common ClothesDark, hooded clothing suited for moving unseen in alleys and back rooms.
Appearance
A lean human man with weather-darkened skin, quick eyes, and a habit of standing half in shadow. Shane wears a worn traveling coat over dark leather armor, with a silver-ringed signet he should not possess and faint ember-like marks at his wrists that appear when he channels infernal power. His hair is kept practical and slightly unkempt, as if he has spent too many nights watching the road instead of sleeping.
Mannerisms
Shane speaks softly until anger or urgency pushes him to a sudden sharpness that makes people flinch. When thinking, he rubs his thumb over the knuckle of his left hand, and when his patron is near, he glances sideways as if listening to a second conversation no one else can hear.
Personality
Shane is cautious, dry-witted, and more principled than he likes to admit. He laughs at danger to keep it from smelling fear on him, but he is unnervingly attentive when someone is being bullied, cornered, or lied to. He wants to seem like a scoundrel, but his habits keep betraying the fact that he cares too much.
Ideals
Freedom. No one should be owned by fear, hell, or fate. If a devil can be defied without destroying the people you love, then that is the path worth walking.
Bonds
His family is the one line he will never cross, and the surest way to earn his loyalty is to protect his sisters or keep his patron's infernal influence away from them.
Flaws
Shane distrusts any mercy that is not earned, and he is far too willing to believe that a little compromise now can be forgiven later. He also struggles to say no to his patron's requests, because part of him still fears that refusing will cost his family their safety.
Quirks
Background
Shane Shout grew up in a modest town as the only son in a house full of five older and younger sisters, the kind of boy who learned early to listen before he spoke. He was not famous, not especially bold, and not meant for legends. Then came the road to Waterdeep, the family caravan, and a storm so vicious that the wagons nearly vanished beneath floodwater. In the panic, with thunder splitting the sky and his family crying out for help, Shane did the one thing he had never done before. He begged the world for something bigger than himself to answer. Something did answer. A devil came to him, precise, elegant, and far kinder than Shane expected, saving his family from death and offering him power in exchange for service. Shane agreed with terror in his throat, certain he had damned himself. Instead, his patron treated him like a favored apprentice, sending him against rival devils, cultists, and the truly vile, while quietly ensuring Shane's family remained untouched by the Nine Hells' reach. That strange mercy has left Shane unsettled for years. He is a criminal by necessity, a warlock by bargain, and a man trying to decide whether the devil that saved him is a monster, a mentor, or both.
“He was not famous, not especially bold, and not meant for legends.”
- Background
- Criminal
Connections
Species
Human
Media
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