Bel Kuko
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Bel Kuko

This character is dead.
Crusader of the Nameless One
Player Character

Bel Kuko was born to a butler father and a maid mother in The Grand City of Mor'Koc's poorer North End. She grew up impoverished, but had a surprisingly happy childhood. Tragedy would eventually strike however as at the age of fourteen, she took over from her mother as a maid when her parents passed away. When she was fifteen, her older brother, a cooper by trade, was murdered by his guildmates in a racially motivated attack to prevent him from being made Guild Secretary. 

Bel's master Fizzlewort, however, showed her a great amount of kindness during her time working for him, allowing her full reign to travel around the house; this led to Bel spending much of her time in the library. Following his death, his will stated that she would be offered a place in the Grand Order of Wizards to make sure she would be provided for. She also received an old Unknown as a token of appreciation.

During the events of A Short Month, Bel joins the Order, as well as becoming affiliated with numerous other groups within the Grand City including The Immortal Governor himself, and also befriends Orogull, a Gold Dragonling who would become her best friend and emotional support, and Evelyn, a Wood Elf lapdancer working at The Staff and Coin Brothel who she treats as a confidant. She also becomes affiliated with the minority mercenary group known as the Stormblades after befriending Bonk and Silence.

She was eventually accepted into the Grand Order of Wizards and mentored by  Xvim Wrenlow.

Unbeknownst to most, Bel is one of The Chosen, though not necessarily by her own choice.

Bel meets her end stopping the destruction of The Grand City of Mor'Koc by Unknown, her body being destroyed while attempting to counterspell a summoning circle being used to summon the Dragon Queen. Her soul however ascends to godhood, becoming the patron goddess of the entire Kobold race, having narrowly avoided ensnarement by The Hooded Man.

Title
Crusader of the Nameless One

Type
Player Character

Race
Kobold

Age
20

Gender
Female

Pronouns
She/Her

Appearance

Down Colour
Orange

Eye Colour
Glowing pale blue (originally yellow)

Scars
Gold spiral band permanently fused to right upper arm (resembles tattoo from distance), scars around eyes roughly resembling stars, crystallized divine essence of Xyius fused into chest

Personality
Bel, especially compared to the stereotype of a Kobold, is very intelligent and has a high capacity for deductive reasoning and lateral thought, but has extremely low self-esteem and a large amount of self-loathing, hating herself for being born a Kobold and for the inconvenient circumstances of her birth. This is not helped by the fact that her grasp of Common is not exceptional, and she has trouble speaking with proper syntax and grammar at regular talking speed.
However, what really shines through in her personality are her strong work ethic and motivation for self-improvement, her willingness to help others and a surprising propensity for acts of extreme bravery. She is also noted for her sarcastic sense of humour and extremely casual manner of speaking, even when in professional contexts.
While she hates being born a Kobold she is determined to prevent it from holding her down and does not care for what others think on the matter.

Orientation
Predominantly hetero bisexual (closeted for much of A Short Month)

Notes
Bel is potentially one of the most powerful magic users in the entire history of Orth, having a uniquely high aptitude for magic, far beyond that of not only her race but even beyond Archmages who have trained for entire lifetimes; her competency for the arcane arts is to such an supernatural extent that some theorise she may be of divine parentage. Her gifts are of unknown origin and give her a direct connection to the Prime Elemental, which makes her able to channel far more mana than other mages; this, combined with a naturally inventive mind, makes her a mage with seemingly unlimited potential.
She also has the distinctive and unique trait of having a perfect memory, being able to remember the tiniest details of any event she was present for or any place she has ever visited, even if she wasn't paying attention to them.

Unorganised

Sorcerer - Class

Sorcerers (or sorceresses as female sorcerers are called) carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Sorcerer Spell Slots per Spell Level
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 Magical Guidance 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7th +3 7   5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9   5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11   6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13   6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15   6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

 

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

 

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power.

Subclass - Divine Touched

Subclass - Draconic Blood

Subclass - Phoenix Touched

Subclass - Runechild

Subclass - Shadow Walker

Subclass - Succubus Blood

Subclass - Void-Touched

Subclass - Wildmage

 

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

 

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    • When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
    • You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    • You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

 

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

 

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.