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Foss - AI-generated fantasy Character

Foss

Human · Warlock (The Fiend) · Level 10 · Outlander

Foss

Foss is patient, observant, and unexpectedly gentle with frightened people, animals, and anyone who has been abandoned.
AC10
HP83/83
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 83 · 30 ft.
AlignmentChaotic GoodGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Pan flute

Languages

Common,
Infernal,
Dwarvish

Features

20 features

Action

  • Dark One's Own LuckLevel 6

    Foss can use an action to choose one ability score. He has advantage on ability checks using that score for 1 minute. Once used, this feature cannot be used again until a short or long rest.

Bonus action

  • Pact of the ChainLevel 3

    Foss chooses a familiar in the form of a raven. The familiar can take the Help action as a bonus action, and its attacks can be magical. The familiar can also communicate telepathically with Foss while within 1 mile.

Always on

  • Eldritch Blast

    When When Foss uses his action to attack with eldritch blast

    A beam of crackling eldritch force makes a ranged spell attack. On a hit, it deals 1d10 force damage plus 2 from Agonizing Blast, and Foss can push the target up to 10 feet away.

  • Raven's Help

    When When an ally needs an opening

    Foss commands his raven familiar to distract an enemy, granting advantage to the next attack against that enemy before the start of Foss's next turn.

  • Dark One's BlessingLevel 1

    When When Foss reduces a hostile creature to 0 hit points

    When Foss reduces a hostile creature to 0 hit points, he gains 12 temporary hit points through Dark One's Blessing.

  • Pact MagicLevel 1

    Foss's patron grants him access to arcane magic. He knows four cantrips and ten warlock spells, and his spell slots are cast at the highest available level and recover after a short or long rest.

  • Mask of Many FacesLevel 2

    Foss can cast disguise self at will without expending a spell slot.

  • Eldritch SightLevel 2

    Foss can cast detect magic at will without expending a spell slot.

  • Agonizing Blast and Repelling BlastLevel 2

    Foss can add his Charisma modifier to the damage rolls of eldritch blast, and he can push a creature hit by eldritch blast up to 10 feet away from him.

  • Devil's SightLevel 3

    Foss can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Mystic Arcanum, 6th LevelLevel 6

    Foss has learned to replace one known warlock spell with another warlock spell whenever he gains a level in this class.

  • Mystic Arcanum, 7th LevelLevel 7

    Foss has learned to replace one known warlock spell with another warlock spell whenever he gains a level in this class.

  • Mystic Arcanum, 8th LevelLevel 9

    Foss has learned to replace one known warlock spell with another warlock spell whenever he gains a level in this class.

  • Fiendish ResilienceLevel 10

    Foss has learned to replace one known warlock spell with another warlock spell whenever he gains a level in this class.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Extra LanguageHumanFoss knows one additional language, Dwarvish.
  • Human VersatilityHumanFoss gains proficiency in one additional skill, History.
  • WandererOutlander

    Foss has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers them.

Spells

14 spells

Spellcasting. Foss casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , ,

1st level: , ,

2nd level: ,

3rd level:

4th level: ,

5th level (2 slots): ,

Gear

9 items

Weapons

  • Light crossbow
    A well-used light crossbow suitable for hunting and defense
  • Sickle
    A simple melee weapon used as a hooked walking staff

Armor

  • Leather armor
    Sturdy leather armor reinforced with travel-worn straps

Tools

  • Pan flute
    A musical instrument used to communicate across wilderness distances

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow
  • Component pouch
    A pouch containing the material components required for Foss's spells
  • Dungeoneer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
  • Staff ornament made from a dead boar's tooth
    A hunting trophy from Foss's years in the wild
  • Pact relic
    A black iron charm bearing the fractured mark of Foss's original pact

Appearance

Foss is a broad-shouldered human man with weathered bronze skin, iron-gray hair cropped close at the sides, and a black beard streaked with silver. His pale green eyes sometimes flash with ember-red light when his patron's power stirs. He wears battered leather armor beneath a dark traveling cloak, carries a hooked walking staff, and keeps a small black iron charm hidden beneath his shirt. Old scars cross his hands and throat, reminders of the years he spent serving darkness before turning against it.

Mannerisms

Foss pauses before answering difficult questions, as though listening to a distant voice only he can hear. He habitually touches the iron charm beneath his shirt when entering a settlement, scans every room for exits, and speaks to his raven as if it were an experienced legal adviser. When angry, his voice becomes quieter rather than louder.

Personality

Foss is patient, observant, and unexpectedly gentle with frightened people, animals, and anyone who has been abandoned. He speaks plainly, dislikes ceremony, and has a dry sense of humor that emerges at the worst possible moments. Though he carries himself like a grim wanderer, he is quietly hopeful and goes out of his way to leave places safer than he found them.

Ideals

Justice must protect the helpless before it punishes the guilty. Foss believes mercy is sacred, but he also believes that those who deliberately prey upon the innocent must be stopped decisively, even when the methods make good people uncomfortable.

Bonds

Foss is sworn to protect the remote villages and wandering folk who have no lord, army, or court to defend them. He also carries the broken iron seal of the shrine where his pact began, determined to find its true name and ensure that no one else is trapped by the same bargain.

Flaws

Foss is dangerously certain that he alone can judge when mercy has become weakness. He distrusts institutions, resents anyone who invokes the law without defending its victims, and sometimes frightens allies by treating intimidation as the cleanest path to peace.

Quirks

Names every campfire before extinguishing it.
Keeps a written list of people he has saved and refuses to call it a list of debts.
Offers enemies one clear chance to surrender, then never offers the same chance twice.
Collects black feathers from places where he has defeated supernatural creatures.
Sleeps with one hand resting on his sickle and his raven familiar perched within arm's reach.

Background

Foss was born far from any city, among a human caravan that crossed old roads, mountain passes, and trackless forests. He learned to read weather in the shape of clouds, recognize distant danger by the silence of birds, and judge a stranger's character by the way they treated the weak. As a young man, he entered a ruined shrine seeking the power to protect his people from raiders and corrupt lords. Something ancient answered. The bargain gave him command over flame, shadow, and hungry unseen forces, but it slowly taught him to see justice as punishment rather than restoration. For years, Foss walked the path of darkness, hunting tyrants, predators, and those who profited from suffering. His victories were effective, but often cruel. His turning point came when he spared a frightened child who had been raised by one of his enemies. In that moment, Foss understood that justice without mercy merely creates another generation of monsters. He broke the spirit of his pact, though not its power, and now uses the darkness within him as a weapon against darker things. He travels as an outlander, appearing wherever the law has failed, guided by a personal code that protects the innocent while leaving the guilty terrified. Some call him a champion. Others call him an executioner who has learned better words.

“As a young man, he entered a ruined shrine seeking the power to protect his people from raiders and corrupt lords.”
From their backstory
Background
Outlander

Connections

Species

Human

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