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Corvin Ashvale - AI-generated fantasy Character

Corvin Ashvale

Human (Variant) · Warlock (The Undead) · Level 1 · Haunted One

Corvin Ashvale

Soft-spoken, vigilant, and strangely courteous, he treats every stranger as though they might be the only person who will remember he was ever kind.
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 10 · 30 ft.
AlignmentNeutral GoodGenderMaleAge19
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • IntimidationCHA
  • InvestigationINT
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

None

Languages

Common,
One extra language of your choice

Features

8 features

Bonus action

  • Form of DreadLevel 1

    When Bonus Action

    As a bonus action, you assume a spectral, deathly form for 1 minute. While in this form, you gain temporary hit points when you reduce a hostile creature to 0 hit points, and you can add your proficiency bonus to damage rolls with certain warlock features granted by this patron at higher levels.

Always on

  • Eldritch InvocationsLevel 1

    You know two cantrips from the warlock spell list. You can cast them at will.

  • Pact MagicLevel 1

    You know two 1st-level warlock spells. You can cast each of them once per spell slot, and you have one 1st-level spell slot that refreshes on a short or long rest.

  • TraitHuman (Variant)Ability Score Increase, +1 to two different ability scores
  • TraitHuman (Variant)Extra Skill Proficiency
  • TraitHuman (Variant)Extra Feat
  • TraitHuman (Variant)Extra Language
  • Heart of DarknessHaunted One

    You have advantage on Survival checks to find safe shelter and on checks made to identify or understand signs of the supernatural, and ordinary folk tend to treat you with a mix of pity and unease when your dreadful past becomes known.

Spells

3 spells

Spellcasting. Corvin Ashvale casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

1st level (1 slot): ,

Gear

5 items

Weapons

  • Simple Weapon
    A simple blade kept more for utility than battle.

Armor

  • Leather Armor
    A leather-clad adventurer's outfit with reinforced seams, worn constantly under his cloak.

Gear

  • Arcane Focus
    A compact occult focus used to channel his pact magic.
  • Monster Hunter's Pack
    A worn bedroll, backpack, belt pouch, tinderbox, waterskin, 10 torches, 10 days of rations, and a mess kit, suitable for life on the road.
  • Keepsake Handkerchief
    The stitched handkerchief his mother carried, still faintly scented with lavender and smoke.

Appearance

A lean young human with ash-pale skin that never quite warms, gray flecks that sometimes seem to drift beneath the surface of his hands, and dark hair kept tied back from his face. He wears a travel-worn cloak, thick leather gloves at all times, and a chain of mismatched charms and funerary tokens at his throat. His eyes look tired, but alert, as if he is always listening for footsteps behind him.

Mannerisms

He keeps his gloved hands folded behind his back when speaking, and apologizes before stepping too close to anyone. When startled, he rubs his thumb across the back of his opposite glove, as though checking that the barrier is still there.

Personality

Soft-spoken, vigilant, and strangely courteous, he treats every stranger as though they might be the only person who will remember he was ever kind. He has a dry sense of humor that appears only when he is exhausted or certain no one will be hurt by it.

Ideals

Redemption. A mistake, even a terrible one, should not be the sum of a life. If there is a cure, a penance, or a way to prevent his curse from harming anyone else, he must find it.

Bonds

He keeps the only thing his mother gave him, a small stitched handkerchief tucked inside his pack, and he swears he will not let her death be the final word on his life.

Flaws

He recoils from touch so completely that he can seem cold, suspicious, or cruel even when he is trying to protect someone. When frightened or cornered, he is tempted to test whether his curse can be made useful, and that temptation terrifies him.

Quirks

He always checks doorframes and windows before entering a room, as if expecting the dead to be invited in.
He speaks to his gloved hands as if they were separate from him.
He refuses gloves with holes, even in warm weather.
He collects bits of charcoal, ash, and grave dirt in small labeled pouches.

Background

At thirteen, he wandered too far into the woods and found a ruined house, collapsed and half-swallowed by roots and moss. In its basement, beneath splintered beams and old prayer marks, sat a sealed clay jar. He broke it open with a boy's curiosity and a stranger's bad luck. Gray ash and soot burst into his face, climbed into his lungs, and settled into his blood like a vow spoken in a dead language. That night, when his mother bent to kiss his forehead, necrotic energy leapt from him without warning and stopped her heart in an instant. His father never saw a child after that, only a curse wearing one. He was driven from home before dawn, sent into the wild with the warning that he should never return. Since then he has lived as a roadside ghost, taking work where it can be found and moving on before anyone grows too comfortable. He wears thick leather gloves to spare others from his touch, yet every so often the curse answers his fear with a pulse of cold hunger. Now, at nineteen, he hunts for any scrap of lore, any saint, devil, hedge-witch, or buried relic that might explain how to break the pact or strip the ash from his bones.

“In its basement, beneath splintered beams and old prayer marks, sat a sealed clay jar.”
From their backstory
Background
Haunted One

Connections

Species

Human (Variant)

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