Hallowed Adventurer Image

You are a adventurer who was once left in a cave by your parents, yet to never see them again. You were incredibly discovered and raised by a wolf pack, who gave you all your basic needs. One day, you ventured beyond the limits of the wolves and ran into a kindred spirit who offered to be your father. Remembering the wolf pack, you ran back home and grew up there, but remembered the spirit. Over the years, both you and the spirit aged, became more mature, and became more ready to leave the cave. When both of you were ready, you set out on an adventure together, as both friends and family.

 

 
Skill Proficiencies: Strength - SP

Intelligence - SP

Wisdom - SP

Charisma - NSP

Dexterity - NSP

Constitution - NSP

SP = skill profiecient

NSP = opposite of SP

Tool Proficiencies: Do not add prof. bonus to any weapons with this background.
Languages: Abyssal, Undercommon
Equipment: Dagger, explorer's pack (if you don't have it already), leather armor, potion of animal friendship
 
None

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Feature: None

None

 
Spell List

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 / Demons Summoned
1–2 / Two demons of challenge rating 1 or lower
3–4 / Four demons of challenge rating 1/2 or lower
5–6 / Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At higher level

When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Spell Level Spells
3rd summon lesser demons

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 / Demons Summoned
1–2 / Two demons of challenge rating 1 or lower
3–4 / Four demons of challenge rating 1/2 or lower
5–6 / Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At higher level

When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

 
Suggested Characteristics

I suggest using a barbarian, monk, or fighter for this backround.

 
 
Contacts

Ghosts

 
Variant Hallowed Adventurer: None

None

 
Variant Feature: None

None

 
Hallowed Adventurer Image

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