Toshiko

Toshiko, Elf Warlock

Toshiko comes from the Bracken Wetlands, often seen as a regular customer at Hakumon's Ramen shop. His lantern hosts a spirit, cast in an unsettling red glow.

Toshiko strives to help both people and spirits live together in harmony, and offers herself as a mediator and guide whenever she comes across any problems regarding the intersection of spirit realm and physical world, and their respective inhabitants.

Character Flavour: chewey, sharp like ginger, refreshing

Bio

Full Name: Toshiko
Pronouns: she/he
Age: 31
Height: 179 cm
Class: Warlock of the Lantern
Species: Elf - Harmony Oaka mark
Background: Spirit Kin - grew up familiar with spirits and their culture
- -
Personality: Gentle, quiet, kind, determined, confident
Flaws: Thinks theres a peaceful solution where everyone is happy to every conflict
Origin: A small village in the Bracken Wetlands, close to Hakumon's Ramen shop. Has been a regular customer all his life.

Stats

HEALTH POINTS 22

AC 10 - 1 DEX + 1 Light Foot

10 (13 when armor of shadows)

INITIATIVE -1
SPEED 30 ft
PROFICIENCY BONUS +2

STRENGTH 10 0
DEXTERITY 9 -1
CONSTITUTION 13 +1
INTELLIGENCE 13 +1
WISDOM 11 0
CHARISMA 18 +4

Skills

Saving Throws

Acrobatics (DEX) -1 Strength 0
Animal Handling (WIS) 0 Dexterity -1
Arcana (INT) +3 Constitution +1
Athletics (STR) 0 Intelligence +1
Deception (CHA) +4 Wisdom +2
History (INT) +1 Charisma +6
Insight (WIS) 0
Intimidation (CHA) +6
Investigation (INT) +1
Mechanics (INT) +3
Medicine (WIS) 0
Nature (INT) +1
Perception (WIS) 0
Performance (CHA) +4
Persuasion (CHA) +6
Religion (INT) +1
Sleight of Hand (DEX) -1
Stealth (DEX) -1
Salvage (INT) +1
Survival (WIS) 0

Toshiko


Passive Traits

Light Foot - Feat - exceptionally speedy and agile, +1 to AC without heavy armour, can forgo one attack to move at half speed, nonmagical difficult terrain doesnt cost extra movement, can move through a hostile creatures space

Darkvision - Elf - can see in dim light up to 60ft as if bright, can see in dark as if dim

Ethereal Sight - Elf - use an action to see creatures in the Spirit Realm for 1 hour


Agonizing Blast - Invocation - add CHR to eldritch blast damage

Armor of Shadows - Invocation - cast Mage Armor (13+DEX for 8 hours) on myself at will

Pact of the Talisman - Pact of the Talisman - when failing an ability check, can add a d4 to the roll, usable a number of times equal to proficiency (2)


Proficiencies: Light Armour, Simple Weapons, no Tools

Languages: Common, Torum (Spirit Language)

Out of Combat Actions

Toshiko arguing with Tsuuretsu, a small spirit in his lantern

Illuminating Aura - Lantern - Lantern is spellcasting focus. use bonus action to illuiminate lantern, 20ft bright, +20ft dim, can add my CHR modifier to a creatures saving throwe in bright light, hostile creature in dim light takes radiant damage to half my warlock level when it fails a saving throw

Revealing Light - Lantern - use action to illuminate lantern in maroon light, 10 ft bright, +10ft dim. Invisible creatures and objects are visible in the bright light


Guidance - Cantrip - Willing Creature adds d4 to ability check

Jolt - Cantrip - ranged spell attack against hostile creature for 1d8 lightning damage, or powering an operational machine for 18 seconds


Calm Emotions - Oaka Mark Spell - Attempt to suppress strong emotions in a group of people (against charmed or frightened), or make one target indifferent rather than hostile

Gift - Spell (1st level) - take 1d20 damage and heal a target for that amount of HP

Pacify Person - Spell (1st level) - If target fails WIS saving throw, it is pacified and cant attack

Faerie Fire - Spell (1st Level) - Each object in a 20 ft cube is brightly outlined, any creature is outlines if it fails a dex save, attack against affected object or creature has adantage


Replace Talisman - Pact of the Talisman - 1 hr ceremony to replace a lost Talisman

In Combat Actions

You have 2 Level 2 Spellslots per day

Spell Attack: D20 + CHR (+4)+ PROF (+2)= D20 + 6

Weapon Attack: D20 + STR (+0) + PROF (+2) (if proficient) = D20 +2

Lantern - (Quarterstaff) - D20 + 2 to hit - bludgeoning, 1d6 one handed, 1d8 two handed, versatile

Dagger - (Dagger) - piercing, 1d4 damage, finesse, light, thrown (range 20/60)

Spirit Spikes - (Caltrops) - 1 action to cover 5 foot area, creature moving through must succeed DEX 10 save or fall prone, no check when half speed


Armor of Shadows - Invocation - cast Mage Armor (13+DEX for 8 hours) on myself at will


Guidance - Cantrip - Willing Creature adds d4 to ability check

Jolt - Cantrip - ranged spell attack against hostile creature for 1d8 lightning damage, or powering an operational machine for 18 seconds

Eldritch Blast - Cantrip - ranged spell attack against target, 1d10+4 (Agonizing Blast) force damage


Calm Emotions - Oaka Mark Spell - Attempt to suppress strong emotions in a group of people (against charmed or frightened), or make one target indifferent rather than hostile

Gift - Spell (1st level) - take 1d20 damage and heal a target for that amount of HP

Pacify Person - Spell (1st level) - If target fails WIS saving throw, it is pacified and cant attack

Faerie Fire - Spell (1st Level) - Each object in a 20 ft cube is brightly outlined, any creature is outlines if it fails a dex save, attack against affected object or creature has adantage

Swallow Magic - Reaction Spell (2nd Level) - react to a fail cringe spell that missed you by eating it


Illuminating Aura - Lantern - Lantern is spellcasting focus. use bonus action to illuiminate lantern, 20ft bright, +20ft dim, can add my CHR modifier to a creatures saving throwe in bright light, hostile creature in dim light takes radiant damage to half my warlock level when it fails a saving throw

Revealing Light - Lantern - use action to illuminate lantern in maroon light, 10 ft bright, +10ft dim. Invisible creatures and objects are visible in the bright light

Tsuuretsu