Yansa

Celestial warlock changeling

N/G

HP 27

Spell DC: 15

AC: 15

Str 11 Dex 18 Con 16

Int 13 Wis 12 Char 20

Hit Dice: 1d8 per warlock level

Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light Armor Weapons: Simple Weapons

Skills: Arcana +2 +1 History +2 +1 Religion +2 +1 Insight +2 +1 Persuasion +2 +5 Nature: +2 +1

Spells: Cantrips -

Eldritch Blast, Sacred Flame, Light, (Toll the Dead, Word of Radiance, Spare the Dying)

Spell Slots: 2 2nd level

Invocations: 2

Spells Known: 4

1st level -

Unseen servant, Witch bolt, Cure wounds (celestial), Guiding bolt (celestial)

2nd level -

Misty Step, Flaming Sphere (celestial), Lesser Restoration (celestial)

Invocations:

Eldritch Spear: When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper: You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning.

Pact of the Tome: Choose three cantrips from any spell list. While this tome is in your possession you can cast those cantrips at will.

Equipment

A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Bedroll

Scarves

Noble

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Personality: Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Ideal:Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

Bond: Shango

Flaw: In fact, the world does revolve around me.

Size: In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Change Appearance: As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Divergent Persona - Oya , Orisha of the wind and cemetery gates

Alchemy kit

You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.

Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Languages

You can speak, read, and write Common and two other languages of your choice.

Common Yoruba Celestial Infernal Elven