Kingdom of Graves Characters [Idea & Erode]

Idea

Edgebabby
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Look for groups
  2. Looking for partners
Posting Speed
  1. Slow As Molasses
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
  4. Primarily Prefer Female
Genres
#1 Favorite: Comedy

Other Favorites: Fantasy (Urban, Pseudo-Medieval, Science); Anime-ish Genres (Magical Girl, Isekai); Mystery; Slice of Life, VRMMORPG and Dice Roleplays (D&D 5e specifically)

Also Like: Scifi; School; Romance

Don't Want: Horror, Historical or Any of the Punks (Steampunk, Cyberpunk, etc...)
Add our characters here.

 
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  • E3tKccs.png

    Atano Miel
    Male | Changeling | True Neutral | ?? y/o | 5'6 | 183 lbs

    Graceful in all circumstances, and yet marked by an irregularity that he does not hide, Atano Miel is a Changeling with a psychological defect that prevents him from changing the 'design' of his left eye. He's jovial and courteous in many circumstances, always one to prefer levity over brutality when it comes to defusing situations, and has a predilection towards poetry. At times, his aristocratic preferences bleeds out into an almost comical foppishness that Atano willingly leans into, while at other times, he shows a careful empathy that almost seems at odds with his otherwise whimsical nature and his physical youth. He enjoys all sorts of people and gravitates to the largest, merriest groups in a tavern. With song, drink, and the occasionally archaic dance moves, Atano's most comfortable in parties that he can lose himself in, becoming a part of a collective consciousness of merrymakers.

    But he is no bard. His limbs are of adamantine, and his face is a mask that he can manipulate to whatever form he desires.

    For Atano Miel, former scion of a noble family that ruled over the island of Cen'Phorina, seeks the secrets of immortality. The fear of death sinks deep into his psyche in the latest hours of the night, and his mastery of his body comes from a desire only to shape it into a manner that could defy the inevitable. A signet ring, made obsolete by events decades ago, hangs loosely from the necklace he threaded through it, and a tattered journal, half-filled, is hidden in the inner pockets of his tunic. Memories and reminders that keep him from forgetting himself too much, relics that pull him away from the hedonistic abyss he dives into for the sake of a good night's sleep. Spurred on by a singularly scarring event, Atano ventured across the archipelago, seeking something that would realize his goals, until one day, he heard the ramblings of a drunken scholar.

    There must have been a reason, that Thunderfall became overrun with the undead in the span of a single night. There must have been a reward for the cost of such destruction, such desolation. Perhaps that reward was godhood, ascension. Perhaps that reward could still be reaped. Perhaps...

    When the Greylight Order spoke of their expedition, Atano volunteered his services without hesitation. What did he have to lose, after all, in leaving this chain of islands? Whether offshore or onshore, death came all the same. It may be even more comfortable if the shape of death was something he could punch.

  • Ability Scores
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    14 (+2) 18 (+4) 15 (+2) 15 (+2) 16 (+3) 17 (+3)
    Athletics +2 Acrobatics +6
    Sleight of Hand +4
    Stealth +6
    Arcana +2
    History +2
    Investigation +4
    Nature +2
    Religion +4
    Animal Handling +3
    Insight +5
    Medicine +3
    Perception +3
    Survival +3
    Deception +3
    Intimidation +3
    Performance +3
    Persuasion +5

    Saving Throws
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    +4 +6 +2 +2 +3 +3

    Character
    Level Proficiency Bonus AC HP Speed Size
    3 +2 17 27 40 ft Medium

    Proficiencies
    Armor Weapons Tools Languages
    None Simple Weapons, Shortswords Jeweler's Tools Common, Abyssal, Dwarvish, Draconic

    Equipment
    Unarmed Attack 1d6 + DEX Bludgeoning
    Darts 1d4 + DEX Piercing Finesse, Thrown (20/60)


  • Ability Score Increase. Your Charisma score increases by 2. One ability score of your choice increases by 1.

    Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.


    Change Appearance.As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.
    • You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
    • You stay in the new form until you use an action to revert to your true form or until you die.
    Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
    Unarmored Defense. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    Martial Arts. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
    Ki. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

    You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

    When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

    Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
    • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
    • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
    • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
    Unarmored Movement. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

    Deflect Missiles. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

    Fists of Bone and Steel. At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

    Martial Discipline. Forged Heart. Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.

    Mutable Strike. You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.

  • Money: 6 Gold
    Miel Family Signet Ring
    Old Half-Filled Journal
    1 Chest
    1 Crowbar
    1 Hammer
    3 Wooden Stakes
    1 Holy Symbol
    1 Flask of Holy Water
    1 Set of Manacles
    1 Steel Mirror
    1 Flask of Oil
    1 Tinderbox
    3 Torches
    1 Bedroll
    1 Tent
    50 ft of Hempen Rope
    1 Grappling Hook
    Traveler's Clothes
 
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    Sulain Bellenaq
    Female | Kalashtar | Chaotic Good | 24 y/o | 5'8 | 107 lbs

    Darkly beautiful, Sulain effects a fragile countenance, her slight frame and sallow complexion complementing her dull red eyes. There's a hypnotic ephemerality to her, as if she may disappear the moment one turned their gaze away. But perhaps that's simply true; from her baggy eyes to the way that even a moderately steep hike would send her gasping for air, there's no getting around the fact that something is off about Sulain's health. It's not a matter of strength or speed, but rather a matter of her weak lungs and heart. She could certainly lift more and strike harder than most others, and her armor and shield, which makes her more imposing than her slight figure usually would, are both hallmarks of an individual of undeniable might. But the fragility remains, and her mortality as well.

    Thus, Sulain's got quite a twisted sense of humor, black and grim as it could get. Dismissive towards the living and disrespectful towards the dead, her words are constantly provocative and her smiles always have some degree of slyness to them. It's neither fatalism nor despair that inspires her attitude, however. In the face of death, Sulain spits at it and denies it the reverence or fear that others grant it. She's a goddamn Kalashtar, after all, a woman with one foot already in the grave and a spirit that whispers from the afterlife into her ears. So long as life reminds her of death, she'll continue to live audaciously, stubbornly, marching into the thick of the fray and clawing at life whenever unconsciousness threatens to take her. The taste of her own blood is a familiar one, and though her tenuous connection to the realm of the spirits grant Sulain magical talents that exceed her physical ones, she does what she can to avoid using it.

    After all, it is this magic, this connection to the spirits, that is what cost her her health, and the early graves of all her relatives.

    The Bellenaq family co-exist with their shattered god on the island of Azen'yit, a connection that dates back all the way to the fall of the continent to the waves of undeath. As clerics who were of an order that oversaw the funeral rites of those who've passed, they were the rearguard for citizens trying to escape to the archipelago, spilling their blood so that the living could make it to the other shore. But on the final defensive effort upon the sandy beaches of Thunderfall, the divine light that suffused their armor and weapons suddenly failed. Their god no longer answered their prayers, and they were soon overrun, only a few acolytes managing to escape to the ships.

    One of those acolytes was the progenitor of the Bellenaq family, and that same acolyte, by misfortune rather than by virtue, heard the whisper of the god that had abandoned them. Something had happened, something terrible, so terrible that it split the god into myriad fragments, until their power was no more than that of a mortal's own. Before it dissipated into the ether, it needed something to latch onto, something to feed off of, something for it to recover inside. A mortal vessel, for this deity to be fused with.

    That acolyte was a faithful fool, and with short-sighted fervor, consigned all his descendants to short lives in service of a broken god, half their lifespans given in hopes of rekindling that divine light.

    Generations passed. The Bellenaq grew away from society, isolating themselves in mountainous temples. Sulain was born, granted a fragment of that most holy of light, her own organs withering in response to the spiritual substance. And though the teachings painted a beautiful image of her family's most holy of duties, such beauty did not erase what she experienced. Loss and frustration, her own aspirations crushed underneath the heel of the parasite-god that clung onto her innards. So she rebelled. Escaped her family estate and dove into the world. Became an adventurer, and tried to manifest her dreams as much as possible, all while stubbornly refusing to utilize that god's magics more than she needed to.

    When the Greylight Order spoke of an expedition into the mainland, she joined up.

    The parasite-god was pleased; with this expedition, there may be a way to discover how it was that they were broken to bits, a way to discover how to reverse all this. Sulain was also pleased. If she could find out how that parasite was shattered to begin with, perhaps she could replicate it.

    Replicate it, and get rid of them for good.


  • Ability Scores
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    17 (+3) 16 (+3) 9 (-1) 15 (+2) 18 (+4) 14 (+2)
    Athletics +5 Acrobatics +3
    Sleight of Hand +3
    Stealth +3
    Arcana
    History +2
    Investigation +2
    Nature +2
    Religion +4
    Animal Handling
    Insight +4
    Medicine +6
    Perception +4
    Survival +6
    Deception +2
    Intimidation +2
    Performance +2
    Persuasion +2

    Saving Throws
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    +3 +3 -1 +2 +6 +3

    Character
    Level Proficiency Bonus AC HP Speed Size
    3 +2 18 11 30 ft Medium

    Proficiencies
    Armor Weapons Tools Languages
    Light, Medium, Shields Simple Weapons, Martial Weapons Pan Flute Common, Quori, Primordial, Elvish

    Equipment
    Battleaxe 1d8 + STR Slashing Versatile (1d10)
    Heavy Crossbow 1d10 + DEX Piercing Range (100/400), Heavy, Loading, 2-Handed
    Scale Mail 14 + DEX (max 2) AC Disadvantage (Stealth)
    Shield +2 AC


  • Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

    Mental Discipline. You have resistance to psychic damage.

    Mind Link.You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
    • When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
    Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
    Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    Cantrips
    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

    Spell Slots
    The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these 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.

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability
    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting
    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus
    You can use a holy symbol as a spellcasting focus for your cleric spells.

    Bonus Proficiency. When you choose this domain at 1st level, you gain proficiency with martial weapons.

    Reaper. At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

    Channel Divinity. At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity - Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    Channel Divinity - Touch of Death. Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

    Channel Divinity - Harness Divine Power. At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

  • Number of Spells Prepared Spell Attack Bonus Spell Save DC
    7 +6 14

    Cantrips
    Spare the Dying
    Guidance
    Mending
    Chill Touch

    1st-Level Spells (4/4)
    False Life
    Detect Poison and Disease
    Inflict Wounds
    Cure Wounds

    2nd-Level Spells (2/2)
    Enhance Ability
    Silence
    Lesser Restoration

  • Money: 1 Gold

    Staff
    Hunting Trap
    The skeleton of a snake
    Traveler's Clothes
    1 Backpack
    1 Crowbar
    1 Hammer
    10 Pitons
    10 Torches
    1 Tinderbox
    50 feet of Hempen rope
    10 days of rations
    1 Waterskin
    1 Bedroll
    1 Tent
    1 Shovel
    1 Flask of Holy Water
    1 Pan Flute

 
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Hope

Lvl 2 Blood Hunter/Lvl 1 Rogue








  • Basic Info Race: Pseudo-Celestial (Reflavored Owlfolk)
    Gender: Female
    Height/Weight: 5 foot 11 / 81 lbs
    Languages: Common, Primordial, Celestial
    More Appearance Details: Being a very faint, barely perceptible glow around her body when in light.


    Numbers Proficiency Bonus: +2 | Armor Class: 16
    Hit Points: 21 | Hit Dice: 2d10+1d8
    Initiative: +4 | Speed: 30 Ft / 30 Ft (Flying)
    Passive Perception: -2 | SpellCasting Ability: N/A
    Spellsave DC: N/A | Spell Attack Bonus: N/A


    Proficiencies Skills- Stealth (Expertise), Sleight of Hand, Acrobatics, Investigation (Expertise), Survival, Persuasion

    Armor- Light Armor, Medium Armor, Shields

    Weapons- Simple Weapons, Martial Weapons

    Tools- Thieve's Tools, Alchemist's Supplies, Smith's Tools


    Attacks Dagger- 1d4 Piercing Damage
    Dagger (thrown)- 1d4 Piercing Damage
    Short Sword- 1d6 Piercing Damage






  • STR
    10​
    Athletics: 0​

    DEX
    19​
    Acrobatics: +6 | Sleight of Hand: +6
    Stealth: +8​

    CON
    11​
    .​

    INT
    18​
    Arcana: +4 | History: +4
    Investigation: +8 | Nature: +4
    Religion: +4​

    WIS
    6​
    Animal Handling: -2 | Insight: -2
    Medicine: -2 | Perception: -2
    Survival: 0​

    CHA
    6​
    Deception: -2 | Intimidation: -2
    Performance: -2 | Persuasion: 0​





  • Alignment:
    Lawful Neutral

    Personality Traits:
    *If you can say one thing about me, is that I am hardworking/diligent. If I have a job to do, or if I need to take a path of greater effort but also greater chance of success, you can be sure I will do it.

    *In the few moments I get to relax, I find it oddly amusing to tease people.


    Ideals:
    *Purpose- Every being has a purpose to follow, and it is their utmost duty to find and follow through with it.


    Bonds:
    *The Greylight Order- From the very moment I first appeared, the order gave me guidance and assistance. I surely owe them a debt I will find difficult to repay.

    *the gods- gods are an object of reverence, beings I feel a connection to I can't quite explain. I hope that in my travels I may be able to be in their presence more, or at least discover more about myself as I reflect on those feelings.


    Flaws:
    *I have an obsession with my mission of destroying the undead and recovering the empire, to the point I could end up jeopardizing other aspects of our objective for the sake of fulfilling my mission.

    *I do not bother with stuff like mincing words, I am shamelessly blunt and to the point, as I tend to disregard things that don't pertain to my mission.


    Backstory:
    (Hidden, for now)





  • Pseudo-Celestial (Reflavored Owlkin):
    *Size: You are Medium or Small. You choose the size when you gain this race. (chosen Medium)

    *Darkvision: You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light.

    *Magic Sight: Your keen senses can focus to see the presence of magic. You gain the ability to cast the Detect Magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

    *Nimble Flight: Thanks to your wings, you have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.

    *Silent Feathers: You have proficiency in the Stealth skill.


    Blood Hunter:
    *Hunter's Bane: Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

    The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

    Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.


    *Blood Maledict: At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one Blood Curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.

    When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

    You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest. (Chosen Blood Curse of Exposure)


    *Blood Curse of Exposure: When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.

    Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.


    *Fighting Style - Two Weapon Fighting: At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. (Chosen Two Weapon Fighting)

    Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    *Crimson Rite: At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

    As a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

    While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

    You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level. (Chosen: Rite of the Flame)



    Rogue:
    *Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Chosen Investigation and Stealth)

    *Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


    *Thieve's Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.



    Custom Background - The Would Be:
    *Semblance of Legend: For one reason or another, your behavior, magic, skills or simply your appearance resemble those of a commonly known figure or species that holds deep significance for people. Depending on what you look like, you may be more likely to receive trust, shelter or your lead could be taken more readily, at a first impression, or perhaps you inspire fear or reverence instead. While this first impression may hold significant sway, remember that your behavior and capabilities afterwards may shift that impression. (In this case, she resembles an angel)




Items
Equipped:
*Studded Leather (45 GP)
*Short-Sword x2 (20 GP)
*Sack x4 (4 CP)


Currency:
0 PP
5 GP
1 SP
6 CP


Carrying:
*Dagger x2 (4 GP)
*Spear (1 GP)
*Thieve's Tools (25 GP)
*Waterskin (2 SP)
*Shovel (2 GP)
*Rations x10 (5 GP)
*Bedroll (1 GP)
*Candle x5 (5 CP)
*Torch x5 (5 CP)
*Rope-Hemp (1 GP)
*Tinderbox (5 SP)

 
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Infirus Silversap

Lvl 2 Paladin / Lvl 1 Wizard








  • Basic Info Race: Scourge Aasimar
    Age/Gender: 72 Year Old Male
    Height/Weight: 5 foot 7 / 85 ibs
    Languages: Common, Elvish
    More Appearance Details:


    Numbers Proficiency Bonus: +2 | Armor Class: 16
    Hit Points: 17 | Hit Dice: 2d10+1d6
    Initiative: -1 | Speed: 30ft
    Passive Perception: 11 | Spellcasting Ability: Cha/Wiz
    Spellsave DC: 14 / 14 | Spell Attack Bonus: +6 / +6


    Proficiencies Skills- Religion, Insight, Athletics, Intimidation

    Armor- All Armor, Shields

    Weapons- Simple Weapons, Martial Weapons

    Tools- Playing Card Set, Vehicles (Land);


    Attacks Longsword (one hand)- 1d4 Slashing Damage
    Longsword (two hands)- 1d10 Slashing Damage
    Spear (one hand)- 1d6 Piercing Damage
    Spear (two hands)- 1d8 Piercing Damage
    Spear (thrown)- 1d6 Piercing Damage






  • STR
    14​
    Athletics: +4​

    DEX
    8​
    Acrobatics: -1 | Sleight of Hand: -1
    Stealth: -1​

    CON
    11​
    .​

    INT
    18​
    Arcana: +4 | History: +4
    Investigation: +4 | Nature: +4
    Religion: +4​

    WIS
    12​
    Animal Handling: +1 | Insight: +3
    Medicine: +1 | Perception: +1
    Survival: +1​

    CHA
    18​
    Deception: +4 | Intimidation: +6
    Performance: +4 | Persuasion: +4​





  • Alignment:
    Neutral Good

    Personality Traits:
    *I have grown to be rather patient over the years, showing caution in the battlefield, and a willingness to compromise and take the time to solve conflicts through mutual understanding with comrades.

    *I am deeply loyal to causes and people I pledge to, and should I ever betray that loyalty (even without their awareness or if they might agree I did the right thing) the guilt may haunt me forever.


    Ideals:
    *Greylight Tenents- The paladins of the Greylight order believe all things are endowed with purpose, and that it is not simply just, but indeed our duty to use what we must without discrimination, so long as we ourselves do not create evil, but strive to fight it.

    *Eradication Of Evil- Evil, those things which cause people suffering, should be eradicated, so that people may leave happily and learn to be content.


    Bonds:
    *Boo Silversap- My daughter means everything to me. My first priority is, and always shall be, her.

    *Military Days- I served in combat units from the Greylight order. The sense of comradery from those days, and the bonds formed with the soldiers who thought side by side with me, are not things I would easily forget.


    Flaws:
    *I am very secretive, even towards my closest allies. I will go to great lengths to protect these secrets and it may cause distrust among us.

    *I am far too self-conscious, easily wasting time hesitating over all the potential outcomes of a decision, and whether there truly is evil to be purged in a given situation.


    Backstory:
    Infirus was born to a wealthy merchant in the Island of Lan'Domina. Although his father tried to teach him of his trade, Infirus was never quite interested, being busy thinking about stuff to do with friends. As an Aasimar, he had a rather unique appearance in striking contrast to his father, leading to many children taking an interest in him very quickly. However, this interest didn't last very long after his family was ruined by his father's arrest and the confiscation of all he owned due to his unlawful business practices being outted by one of the people he swindled.

    Thrown into the streets, his father in a dungeon and never having so much as met his mother, Infirus attempted to contact his friends, seeing no success and no aid from them. In his desperation, he turned to a life of crime, stealing night to night until he was caught and arrested himself. He would have rotted there too, if a friend of his, the only one he hadn't managed to contact, hadn't come to aid. He convinced the Greylight Order that Infiru's Aasimar nature could be of service to their cause, and that he ultimately was misguided rather than simply criminal. They agreed to have him serve his sentence in service to the order, with proper training and vigilance of course.

    Thus begun Infiru's time serving in the Greylight Order's army. Even after his sentence was over, he found that he felt a purpose among their ranks, and continued to aid in the protection of the island that were under the order's protection, facing pirates and more expansionist islands alike. With his training as a paladin, he was promoted from apprentice, to solider, to knight, and further up in the ranks, until one day an ambitious senior officer who feared Infirus might overtake his rank, use his connections to create a set up to make Infirus appear incompetent, then pressured for his removal. Infirus was demoted and sent to serve in the island of Fluel, one mostly inhabited by elves. Though he was furious about what happened to him, he still followed his duty diligently, and while he was still ruminating on how to get revenge, he found himself falling in love with a half-elf living on that island, Phara.

    Their relationship helped him to calm down and find a place to belong again, letting go of the idea of pursuing his former rank or revenge. In time, Infirus and Phara had a child by the name of Boo, and he would later come to hear that the man who framed him was caught up in a disaster of his own as a result of attempting to take up a task he wasn't at all capable of handling.

    This happiness was shattered when a demon was suddenly summoned in the island. Who did such a thing was never discovered, but it didn't matter much as the demon's flames spread quickly through the plantlife-covered-island. As the only paladin in the island, Infirus was the most suited to combat a demon, or so he thought. He was defeated with ease, and only managed to buy enough time for some reinforcements to start arriving. The demon proceeded to kill Phara out of spite, and then departed, flying in the direction of the mainland.






  • Scourge Aasimar:
    *Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    *Celestial Radiance: You have resistance to necrotic damage and radiant damage.

    *Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    *Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.

    *Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.




    Paladin:
    *Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


    *Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.


    *Fighting Style: Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. (Chosen: Interception)

    Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


    *Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.

    *Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.



    Wizard:
    *Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
    Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want
    to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    *Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    *Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.



    Background - Soldier:
    *Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.




Spells
Cantrip
*Light (Aasimar)
*Toll the Dead (Wizard)
*Prestidigitation (Wizard)
*Mage Hand (Wizard)


First Level
*Find Familiar (Ritual)
*Comprehend Languages (Ritual)
*Healing Elixir
*Silent Image
*Puppet

Items
Equipped:
*Long-Sword (15 GP)
*Cursed Plate Armor (Reflavored Ring Mail) (30 GP)
*Shield (10 GP)
*Sack x4 (4 CP)


Currency:
0 PP
7 GP
4 SP
2 CP


Carrying:
*Spear x2 (2 GP)
*Spellbook (50 GP)
*Amulet (5 GP)
*Crystal (10 GP)
*Mess Kit (2 SP)
*Robes (1 GP)
*Hammer (1 GP)
*Candle x10 (1 SP)
*Rations x21 (10 GP | 5 SP)
*Rope-Hemp (1 GP)
*Shovel (2 GP)
*Chalk x4 (4 CP)
*Waterskin (2 SP)
*Healer's Kit (5 GP)
*Common Clothes (5 SP)

 
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