Izel Amadís
Izel Amadís
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Mage Hand
When As an action
You create a hand-sized spectral appendage at a point you choose within 30 feet. It can manipulate objects, open doors, retrieve items, and perform simple tasks, but it cannot attack or activate magical items.
- Eldritch Blast
When As an action
A beam of crackling fire streaks toward a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Hex
When As a bonus action
You place a curse on a creature within 90 feet. Until the spell ends, you deal an extra 1d6 necrotic damage whenever you hit the target with an attack, and you gain advantage on ability checks made to find it. The curse lasts up to 1 hour with concentration.
- Burning Hands
When As an action
Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success. Flammable objects not being worn or carried ignite.
- Otherworldly Patron, The FiendLevel 1
You have made a pact with a powerful otherworldly being, the Fiend. Your patron grants you magical abilities and adds certain spells to the warlock spell list. At 1st level, you gain Dark One's Blessing.
- Dark One's BlessingLevel 1
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level. These temporary hit points last until you finish a long or short rest.
- Pact MagicLevel 1
Your arcane research and the magic bestowed by your patron give you facility with spells. You know two cantrips and two 1st-level warlock spells. Charisma is your spellcasting ability.
- DarkvisionHalf-ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryHalf-ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- Skill VersatilityHalf-ElfYou gain proficiency in two skills, Arcana and Intimidation.
- LanguagesHalf-ElfYou can speak, read, and write Common, Elvish, Infernal, and Goblin.
- False IdentityCharlatan
You have an alternate identity, complete with documentation, familiar contacts, and a disguise that allows you to pass as another person. You can establish yourself in a community by producing forged papers or drawing on your previous reputation.
Spells
4 spellsSpellcasting. Izel Amadís casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- Light crossbowA simple one-handed weapon chosen for reliability and concealment.
- 2×DaggerA backup blade balanced for throwing or close work.
Armor
- Leather armorA fitted suit of dark leather armor reinforced at the shoulders and ribs.
Tools
- Disguise kitMaterials used to alter appearance and maintain a convincing disguise.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Arcane focusA compact focus of polished volcanic glass, used to channel pact magic.
- Scholar's packA pack containing bedroll, tinderbox, mess kit, rations, waterskin, rope, and other travel necessities.
- False identity papersA false identity represented by forged papers, a signet, and a plausible collection of personal details.
- Fine clothesA finely made but travel-worn set of clothes used when posing as a person of status.
Purse
- 15×Gold piecesThe remaining coin from a career of small cons, careful bargains, and unpaid promises.
Appearance
A lean, copper-brown skinned half-elf with long dark hair threaded with pale beads, warm hazel eyes, and a narrow scar across the left palm. Their clothing is practical but carefully maintained, with a deep green coat, soft leather armor, and a red woven sash marked with tiny geometric patterns. A faint ember-colored glow sometimes flickers beneath the skin of their hands when their patron's power stirs.
Mannerisms
Izel rolls a coin across their knuckles while thinking, pauses before answering direct questions, and touches the scar on their palm whenever they hear a promise. They smile politely at open flames but never turn their back on a hearth.
Personality
Izel is attentive, warm, and disarmingly observant. They prefer solving problems through conversation before resorting to magic, but once someone is threatened, their kindness becomes fierce and immediate. They collect small personal details about everyone they meet, partly from habit and partly because they believe being remembered is a form of protection.
Ideals
Mercy. A person's worst choice should not be the only thing anyone remembers about them. I will use every bargain, trick, and spark of stolen power to give people another chance.
Bonds
I owe my life to the friend whose freedom first drove me into the pact, and I will never abandon them again. I also keep a burned scrap of my original identity, because I intend to reclaim the life I traded away.
Flaws
I cannot resist improving a weak story, even when the truth would be safer. When frightened, I become charming, evasive, and difficult to believe.
Quirks
Background
Izel Amadís grew up between two worlds in a river port where elven merchants, human boat crews, and wandering performers crowded the same narrow streets. Their mother kept accounts for a spice house, while their father made a living selling remedies that were sometimes useful and sometimes merely convincing. Izel learned early that people trusted a calm voice, a sympathetic smile, and a story told with confidence. By seventeen, they had several names, three forged credentials, and a talent for making desperate people believe that tomorrow might be kinder than today. The lie that changed everything began as a simple fraud. Izel posed as a minor shrine attendant to collect donations for a supposed orphanage, intending to keep enough coin to pay a smuggler who could free a friend from a debtor's prison. During the ritual, the brazier's flame burned blue and a voice answered from inside it. The being offered power in exchange for a promise: whenever Izel used the gift to save someone, they would also carry one secret from that person's heart to the fire. Izel accepted before understanding the price. Now they travel as a wandering fixer, using infernal magic to protect people who cannot protect themselves, while searching for a way to outwit the patient intelligence that waits behind every flame.
“Izel learned early that people trusted a calm voice, a sympathetic smile, and a story told with confidence.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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