Elorus Ephestus

Full Tiefling, No illusion magic involved.Humanized Tiefling, Full effect illusion magic at play.Half-Formed Tiefling, Small amounts of illusion magic involved.

## [*B A S I C S*]

**Name:** Elorus Ephesus

**Age:** 54/150

**Gender:** Male

**Race:** Tiefling

**Height:** Medium (7’2”)

**Tiefling Connection?:** Levistus; Tieflings tied to Levistus solve problems by bargaining with those who can’t escape a certain fate.

**Class:** Arcane Trickster (Rogue)

**Level:** 4

**Alignment:** Neutral Chaotic

## [*S T A T S*]

**Initiative:** +4

**HP:** (29/29)

**Speed**: 30ft.

**AC:**15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14)

**Hit Dice:** 1d8+1

**Proficiency Bonus:** +2

**Spell Attack:** +5

- Darkness

**Spell DC:** 13

**Points Used:** 11

**Strength:** 9 (-1) Save: (-1)

**Dexterity:** 18 (+4)Save: (+6)

**Constitution:** 10 (+1) Save: (+0)

**Intelligence:** 16 (+3)Save: (+5)

**Wisdom:** 15 (+2)Save: (+2)

**Charisma:** 15 (+2)Save: (+2)

## [*D E S C R I P T I O N S*]

Elorus has dark night blue skin, sharp teeth and golden eyes. He wears a set of low set glasses with a suit designed with the stars in mind. He stands 7’2” feet tall with a 4” tail behind him. His horns curl backwards like that of a goat and are pure black with golden rings.

## [*P E R S O N A L I T Y*]

Elorus pops up anywhere and everywhere depending on what he needs and when he needs it, He has a flair for theatrics and is very outgoing, with a dash of happiness, but under the Faceless Class it’s only one side.

The Other side involves quietly laughing at the failure of others, being ‘helpful’ in dangerous ways, causing chaos that has no explainable cause, Plotting/planning and/or initiating plans that set others up for bad results, leading others the wrong direction, playing with minds, etc.

## [*A B I L I T I E S*]

[*C A N T R I P S]*

**Cantrip [1] -**

*Mage Hand*

School: Conjuration

Casting Time: One Action

Range: 30 Feet

Components: Verbal, Somatic

Duration: One Minute

Mage Hand can physically affect your surroundings. When you cast Mage Hand, you create a spectral, floating hand that can do the following actions:

- Manipulate an object

- Open an unlocked door or container

- Store or retrieve an item from an open container

- Pour the contents out of a vial

The hand can only interact with items that are within thirty feet of your physical character. The hand’s carrying capacity is less than ten pounds, and it cannot activate magical items. You cannot use Mage Hand to perform an attack.

**Cantrip [2] -**

*Prestidigitation*

School: Transmutation

Casting Time: One Action

Range: Ten feet

Components: Verbal, Somatic

Duration: Up to one hour

- When you are casting this minor magical trick, you will create one of the following effects:

- Create an instantaneous, harmless sensory effect such as a spark, a low gust of wind, a faint musical note, or an odd but not terribly off-putting odor.

- Instantly light or put out a candle, torch, or a small campfire.

- Instantly clean or dirty up an object that is at most 1 cubic foot.

- Chill, warm-up, or flavor up a nonliving piece of material that is up to one cubic foot long for an hour.

- Make a small mark or a symbol appear on an object’s surface for one hour.

- You create a non-magical trinket or an illusion that fits in the palm of your hand until the start of your next turn.

**Cantrip [3] -**

*Message*

School: Transmutation

Casting Time: One action

Range: 120 feet

Components: Verbal, Somatic, Material (a short piece of copper wire)

Duration: One round

[S P E L L S L O T S]

**Slot [1] -**

*Puppet*

1st-level enchantment

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

Description: Force one creature to move in a direction you choose.

**Slot [2] -**

*Crown of Madness*

2nd-level enchantment

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

Description: Create a crown that forces the target to attack the creature of your choice.

**Slot [3] -**

*Fear*

3rd-level illusion

Casting Time: 1 action

Range: Self (30 foot cone)

Components: V, S, M (a chite feather or the heart of a hen)

Duration: Concentration, up to 1 minute

- You project a phantasmal image of a creature’s worst fears. Each creature in a 30-­foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

- While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

**Slot [4] -**

*Charm Monster*

4th-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

[*L E V E L O N E S]*

**Slot[2]-**

*Disguise Self*

1st-level illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

**Slot[3]-**

*Feather Fall*

1st-level

Casting Time: 1 action

Range: 10 yards

Components: V, S

Duration: 1 rd.

When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.

## [*P O S S E S S I O N S*]

**Equipment:** Rapier, Shortsword, Burglar's Pack, Leather Armor, Two Daggers, Thieves Tools

**Tools:** Disguise Kit

## [*H I S T O R Y*]

*Familial History:*

The goths and the Roman’s mixing together formed the ancestors of the Spanish. So that would mean that his ancestors came from Germany and migrated to modern day Spain.

Then his father had a pact with demons which made Elorus a teifling and now Elorus tries to hide his appearance from everyone.

Note: His mother passed on his birth, his father passed because his father sold his soul.

*Faceless*: It’s easy for a Tiefling to be hated or discriminated upon - and while this is something anyone can inherently hate, it’s also something craftier Tiefling may use to their advantage. A Faceless Tiefling lives two identities, one public and one private. What they do with these personas may be out of a private purpose or out of a much grander plan. Maybe they want to be a pioneer of change that may change the way people look at Tieflings or perhaps they want to attain fame.

## [*S P E C I AL / E X T R A* ]

**Race Features:**

+2 Dexterity, +2 Intelligence, –2 Charisma.

Medium size.

A tiefling’s base land speed is 30 feet.

Darkvision out to 60 feet.

**Racial Skills:** Tieflings have a +2 racial bonus on Bluff and Hide checks.

**Racial Feats:** A tiefling gains feats according to its class levels.

**Special Attacks:** Darkness.

**Special Qualities:** Resistance to cold 5, electricity 5, and fire 5.

Legacy of Stygia, wherein they know these spells:

● 1st Level: Ray of Frost

● 3rd Level: Armor of Agathys (as 2nd-Level Spell)

● 5th Level: Darkness

*Darkvision*

- You can see in the dark up to 60ft.

- Hellish resistance

- Fire doesn’t harm you.

*Thaumaturgy*

You can produce any of the following effects:

- Your voice booms up to three times as loud as normal for 1 minute

- You cause flames to flicker, brighten, dim, or change color for 1 minute

- You cause harmless tremors in the ground for 1 minute

- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers

- You instantaneously cause an unlocked door or window to fly open or slam shut

- You alter the appearance of your eyes for 1 minute

## [*F E A T U R E S*]

**Feats:** War Caster

[*F E A T U R E D E S C R I P T I O N*]

Your character has learned how to cast spells and maintain them during times of great stress. Combat can be chaotic, and characters can quickly lose focus on their concentration spells, but not you.

**The feature gives you the following perks:**

1. You have advantage when rolling Constitution saving throws to maintain concentration after taking damage.
2. While both hands are full of weapons or shields, you can use somatic components to cast different spells.
3. When an enemy takes an action that would cause an opportunity attack, you can use a spell to make an opportunity attack instead of only using a weapon.

These boosts can change a battle and put the power back into your party’s hands. If your character has this feature, you can find new ways to get involved in fights.

All of these bonuses are invaluable during fights. These basic mechanics are the most straightforward way to show that War Caster is the perfect feature for any 5e player character who casts spells.

**What Does ‘War Caster’ Do?**

War Caster gives your character a better chance with maintaining concentration on spells during combat, performing somatic components of spells while armed, and casting spells as an opportunity attack.

**Class Features:**

- Expertise

- Sneak Attack

- Thieves' Cant

- Cunning Action

- Mage Hand Legerdemain

- Arcane Trickster Spellcasting

- Ability Score Improvement