Alphonse

";)"

Appearance
Alphonse has pale skin with freckles and a birthmark below his left eye. His eyes are a pale blue color, his eyebrows are thick and dark and his hair is brown. It used to have an undercut but he hasn't cut his hair in a while so it's messy and all over the place now. His clothes range from comfortable sweaters to pretty dresses.

Alphonse collects pins on occasion.

Personality
Alphonse is a quiet kid that mostly keeps his feelings to himself. Because of his past, Alphonse hates being alone, but also has a hard time connecting and fully trusting people. Through growing closer to Ollie and the rest of the The Lost Kids, Alphonse has been learning to process and convey his feelings in a healthier way.

Alphonse has a very strong sense of duty to both his friends and the world around him. He takes The Lost Kids' missions to save the world (?) and to make Eivimeron a better, more fair place for everyone, very seriously. He doesn't like staying put and prefers to take action whenever there is work to be done.

When comfortable around others he is very silly and has a somewhat awkward sense of humor. He enjoys reading and drawing.

Background
Alphonse was born in Grusmest, a small town in South Nordsbulg, near a forest.

Relationships
Has pet lizard, Twig. Found him in da woods.

Character Information
Alphonse is the only member of The Lost Kids who does not have a God.

As of Session 17(The Alphonse episode) Alphonse has played a game and made a deal with Nekro, who has since become his god.

Cantrips:
True Strike:

Cost: 0 magic slots

Range: 30 feet

Duration: 1 round, concentration

You focus on a target, gaining advantage on your next attack against it.

Spare the Dying:

Range: Touch

You touch a living creature that has 0 hit points. The creature becomes stable.

Special:

Healing Touch:

Cost (For Physical stress during fights): 1 magic slots

Heals stress boxes worth 1 and 2 shifts immediately, stress boxes worth 3 and 4 require an Empathy roll DC 2 and DC 3 respectively.

Cost (For consequences): 2 magic slots

Can currently heal a moderate consequence.

Need to roll an Empathy roll DC 4.

Spells (1 magic slot):
Hunters arrow:

Range: 120 feet

Fires a big arrow made out of lavender energy at the target. Roll Shoot or Notice. On a hit the next attack on the creature has advantage until the end of your next turn.

Fog Cloud:

Range: 120 feet

Duration: Concentration, up to 1 hour.

You create a 20 foot wide cloud of fog that obscures the area, creating a Cloud of Fog area aspect.

Spells (2 magic slots):
Slow:

Range: 120 feet.

Type: Concentration, 1 minute

Choose up to three targets.

Each of them makes a Physique roll DC 2, on a fail, they are Slowed, giving them disadvantage on Athletics rolls. If a slowed creature has multiattack, it can only make one attack. It can also only take either an action or a bonus action. If a slowed target casts a spell that takes an Action to complete, roll a d20. On an 11 or higher, the spell takes two actions to complete.

Pass Without a Trace:

Type: concentration, up to 1 hour.

Silence radiates from you, for the duration everyone within 30 feet of you gets to add +4 to their stealth rolls.

Moonbeam:

Range: 120 feet

Duration: up to 1 minute, concentration

You create a 5 foot radius beam of sickening light that hurts whoever passes through it. (Physique roll DC 2) you can use an action to move the beam 60 feet. On a failed save, targets in the area still take 1 shift of stress.

Spike Growth:

Range: 150 feet

Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area it needs to make a Athletics save DC 2 every 5 feet it moves in the area or take 1 shift of stress.

Minds Weapon:

Casting Time: 1 bonus action

Range: 60 feet

Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. (Using Will modifier)

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

Spells (3 magic slots):
Revivify:

Range: Touch

Components: a diamond worth at least 150 Gold.

Duration: Instantaneous

You touch a creature that has died within the last minute. This may bring the creature back to life.

Mass Healing Word:

Range: 60 feet

Duration: Instantaneous

You call out words of restoration. Choose 6 targets within range. They instantly restore their 1 shift stress box and their 2 shift stress box on a DC 2 Empathy roll.

Boon of The Scout:

Once per day you get a +1 to initiative rolls and can move an extra 5 feet until you take damage.

Notable Items |

 * A T-shit with the words "I'm feeling horny" printed on it.

Quotations |
"She's a little fuzzy" (about Ollie)

"Noone's getting glued for New Years!"

Trivia

 * Created the song I wanna be (500 miles)