Easy Kill
Easy Kill
Sheet
AC 12 · HP 54 · 30 ft., swim 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Pact MagicLevel 1
When When a known warlock spell is cast
Easy Kill casts a spell with a casting time of one action, using Charisma as the spellcasting ability.
- Eldritch Blast
When When a hostile creature is within 120 feet
Easy Kill fires a beam of crackling green-black energy. Each beam is a ranged spell attack that deals 1d10 + 1 force damage on a hit. At character level 10, Eldritch Blast fires two beams.
- Repelling Blast
When When Eldritch Blast hits a creature
Easy Kill can push a creature hit by Eldritch Blast up to 10 feet away.
- Dark One's BlessingLevel 1
When When a hostile creature is reduced to 0 hit points
Easy Kill gains 11 temporary hit points when reducing a hostile creature to 0 hit points.
- Eldritch InvocationsLevel 2
Easy Kill has learned the Agonizing Blast, Repelling Blast, Devil's Sight, Mask of Many Faces, and Book of Ancient Secrets eldritch invocations.
- Pact Boon, Pact of the TomeLevel 3
Easy Kill gains a Pact of the Tome. A Book of Shadows contains three additional cantrips from any class. The chosen cantrips are Guidance, Sacred Flame, and Thorn Whip.
- Ability Score ImprovementLevel 4
Easy Kill increases Charisma by 2, raising it from 8 to 10 before the second ability score improvement.
- Ability Score ImprovementLevel 8
Easy Kill increases Charisma by 2, raising it from 10 to 12.
- Dark One's Own LuckLevel 6
Once per short or long rest, Easy Kill can add 1d10 to one ability check or saving throw after seeing the initial roll but before the outcome is determined.
- Fiendish ResilienceLevel 10
After a short or long rest, Easy Kill can choose one damage type and gain resistance to it until changing the choice with another rest. Common choices are fire, cold, lightning, or necrotic damage.
- Eldritch InvocationsLevel 2
Agonizing Blast adds Charisma modifier to the damage of each Eldritch Blast beam. Repelling Blast can push a creature hit by Eldritch Blast up to 10 feet away. Devil's Sight grants the ability to see normally in darkness, including magical darkness, to 120 feet. Mask of Many Faces allows Disguise Self at will. Book of Ancient Secrets grants ritual casting from the Book of Shadows and begins with Find Familiar and Detect Magic as ritual spells.
- Expanded Spell ListLevel 1
Easy Kill's Fiend patron grants additional known spells, including Burning Hands, Command, Scorching Ray, Suggestion, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Flame Strike, and Hallow. These spells count as warlock spells for Easy Kill.
- Ability Score IncreaseWater GenasiConstitution increases by 2 and Wisdom increases by 1.
- Acid ResistanceWater GenasiEasy Kill has resistance to acid damage.
- AmphibiousWater GenasiEasy Kill can breathe air and water.
- SwimWater GenasiEasy Kill has a swimming speed of 30 feet.
- Shape WaterWater GenasiEasy Kill knows the Shape Water cantrip, using Constitution as the spellcasting ability for it.
- Ship's PassageSailor
Easy Kill retains a reliable network of sailors, dockworkers, smugglers, and ship captains. These contacts can provide passage, concealment, rumors, or basic assistance, provided the request does not place them in obvious danger.
Spells
11 spellsSpellcasting. Easy Kill casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: , ,
2nd level: , ,
3rd level:
5th level (2 slots): no spells
Gear
10 itemsWeapons
- ScimitarA light one-handed weapon used aboard ship and in close quarters.
- Light CrossbowA small ranged weapon with ammunition, selected as the warlock's starting simple weapon.
Tools
- Belaying PinA belaying pin carried as a practical shipboard tool and improvised weapon.
Gear
- 20×Crossbow BoltBolts for the light crossbow.
- Arcane FocusAn arcane focus used to channel pact magic, shaped as the black iron reliquary's broken key.
- Scholar's PackA scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsA leather-bound Book of Shadows containing the Pact of the Tome cantrips and ritual spells.
- Lucky CharmA lucky charm made from a piece of the first shipwreck Easy Kill survived.
- Common ClothesA set of common clothes suitable for travel between ports.
Purse
- Pouch with 10 gpA pouch containing the sailor's starting wealth.
Appearance
Easy Kill is a lean, broad-shouldered water genasi with sea-glass skin, deep blue hair that drifts as though underwater, and luminous turquoise eyes. Fine scales shimmer along the jaw and collarbones. A weathered sailor's coat hangs over dark leather, and a barnacle-encrusted iron charm rests at the throat, marking the pact that saved the character from drowning. When angered, water beads across the skin and the voice takes on the hollow resonance of a wave striking a cavern.
Mannerisms
Easy Kill constantly rolls a coin or iron charm across the knuckles, pauses before answering as though listening to distant waves, and spits over the left shoulder whenever someone mentions destiny. The character addresses storms, ships, and supernatural entities as if they were stubborn crewmates.
Personality
Easy Kill is sharp-tongued, fearless, and irreverently cheerful in dangerous situations. The character treats every fight like a storm to be navigated, watching for openings rather than seeking glory. Beneath the swagger is a fierce protectiveness toward anyone who has been abandoned, exploited, or left overboard by those in power.
Ideals
Freedom. No captain, god, devil, or nation gets to decide who is expendable. Every chain has a weak link, and Easy Kill intends to find it.
Bonds
The crew of the wrecked vessel Tide's Mercy is the closest thing Easy Kill has to family. Easy Kill will risk almost anything to protect survivors of shipwrecks and will eventually return to the drowned temple to free the fiend's other prisoners.
Flaws
Easy Kill assumes every offer has a hidden hook and every kindness is a down payment on betrayal. Pride makes the character refuse rescue, advice, or retreat even when those choices would be sensible. The pact has also made Easy Kill dangerously curious about forbidden magic, especially anything connected to drowned gods or imprisoned fiends.
Quirks
Background
Easy Kill was born aboard a merchant vessel during a storm so violent that the crew swore the sea itself had claimed the child. The ship sank before dawn, yet the infant was found alive inside a floating barrel, surrounded by perfectly still water. Raised by sailors who considered the survival an omen, Easy Kill learned the ropes, currents, knots, and hard lessons of the sea long before learning trust. The name began as a cruel joke among deckhands, a prediction that the child would be the easiest person aboard to sacrifice when the next disaster came. Easy Kill kept it, turning an insult into a warning. Years later, a wreck beneath the waves revealed a black iron reliquary sealed with chains and covered in Infernal script. When Easy Kill opened it, a voice from below offered power in exchange for a promise to never let the sea decide who deserved to live. The resulting pact came from a fiend imprisoned in a drowned temple, and the bargain gave Easy Kill the ability to call on hellfire without surrendering control completely. Now Easy Kill travels from port to port as a sailor, occultist, and occasional problem-solver, hunting the fiend's enemies while searching for a way to turn the pact against its maker. The sea remains home, but every dark horizon now feels like a debt coming due.
“The ship sank before dawn, yet the infant was found alive inside a floating barrel, surrounded by perfectly still water.”
- Background
- Sailor
Connections
Species
Water Genasi
Media
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