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- ~General Info~
- Class: Warlock, Pact of the Celestial, 9
- Race: Human Godborn
- Name: Taegus Azalea
- Sex: M
- Alignment: Neutral Good?? I guess??
- Age: idk like 25
- Background: Ruined
- Saving Throws: Charisma, Wisdom
- Skill Proficiencies: Medicine (½ Expertise +7), Insight, Deception (Expertise +11), Stealth, Survival, Perception, Arcana, Persuasion (Expertise +11)
- Tool Proficiencies: light armour, All simple weapons, shortswords, whips, alchemist’s supplies, (herbalism kit), [medium armor, shields, martial weapons]
- Proficiency bonus: +4
- Stats:
- Strength: 8 (-1)
- Dexterity: 14 (+2)
- Constitution: 14 (+2)
- Intelligence: 11 (+0)
- Wisdom: 20 (+5)
- Charisma: 17 (+3)
- HP: 73/73
- AC: 19
- GP: 100
- Level 6
- Race: Human Godborn
- +1 con, +1/+1 two others
- Type: Human + Celestial
- Race: Human Godborn
- +1 con, +1/+1 two others
- Type: Human + Celestial
- Blessed Talent (Replacing Versatile): You are uncommonly versatile and able to master new skills rapidly. You are proficient in any one language, one skill and one tool of your choice. (in brackets)
- Abnormal Sorcery: You have an innate ability to express essence, allowing you to cast spells beyond the normal ability of most. You learn one cantrip and one spell of 1st level from either the druid or sorcerer spell lists. When you reach 5th level, you can choose another spell of up to 2nd level from either spell list. You can cast these spells without spell components. You can cast the levelled spells you gain from this feature once each without using a spell slot; once you do so, you cannot cast it in this manner again until you have taken a short or long rest. Your spellcasting ability for these spells can be any of Intelligence, Charisma or Wisdom.
- Rivalry: Humans are competitive and their intuition can grant them an edge against others of their own kind. You can grant yourself advantage on one attack roll or ability check contest made against another humanoid. Once you use this feature, you cannot do so to gain advantage against the same creature again until you finish a short or long rest.
- Background: Ruined
- Tool Proficiencies: One gaming set of your choice (such as playing cards or three-dragon ante cards)
- Feat: Still Standing
- You have weathered ruinous misfortune, and you possess hidden reserves others don’t expect. You gain the Alert, Skilled, or Tough feat (your choice). Your choice of feat reflects how you’ve dealt with the terrible loss that changed your life forever.
- Alert:
- Ability Score Bonus. Increase your Wisdom score by 1, to a maximum of 20.
- Watchful. You gain Perception skill proficiency. If you are already proficient, double your proficiency bonus to checks made with that skill, as with Expertise.
- Honed Instincts. When initiative is rolled, you have advantage on your roll, and you cannot be surprised. When you are aware of a creature’s presence, it does not gain advantage on attack rolls against you from being hidden from you or invisible to you.
- 1st Level Feat: Planar Touch
- Ability Score Bonus. Increase your Wisdom score by 1, to a maximum of 20.
- Weird Resistance. You have advantage on any saving throws you make against being charmed, frightened or stupefied.
- Ethereal Warding. You know the Mage Armour spell and can cast it with yourself as the target at will, without using a spell slot or any material components. Charisma is your spellcasting ability for this spell.
- Undying Heart: This feat passively grants the effect of the Death Ward spell, renewed upon each long rest. He also makes death saving throws with advantage. Furthermore, whenever he rolls any dice to restore hit points to himself, he cannot roll lower on each die than his proficiency bonus.
- Heart of Burnished Bronze:
- As a bonus action, the user can transmute a portion of their own blood-essence to conjure up an object made of iron or copper; it appears in their free hand or in an unoccupied space within 10 feet of them. Its structure or composition must be known and precisely conceivable by the user. If it is a light or twin weapon, the user creates two of them. If it uses ammunition, it forms with a number of pieces equal to the user's proficiency bonus.
- Alternatively, the user can touch one inanimate object (or a part of it) which is made of any type of solid nonliving substance and expend a spell slot as an action to transmute it into iron or copper. The user can also alter the form of the object as a part of this action, as with Stone Shape, forming basic structures but not intricate details. An object or portion of it thus affected or created must not exceed a volume equivalent to the cube of the user's proficiency bonus (in feet). If the object did not already have hit points associated with it, it is assumed to have a number of hit points equal to the user's level.
- The object vanishes or reverts to its original substance after 1 hour, when the user transmutes a different object, or if it is used in lieu of a spell's material component (the spell also fails and is wasted) unless it is otherwise capable of being used in such a fashion. The object also reverts if it is subject to a Dispel Magic effect or if it is brought into an Antimagic Field. Magic items with special properties may be affected differently, or not at all.
- Runic Adept:
- As a bonus action, you can brand a rune upon a creature with a touch. Make a melee spell attack roll against a target; the target is branded by the rune for 1 hour on a hit, or until removed by a Dispel Magic or Remove Curse effect. The rune also fades early from a branded creature if you brand a second creature with this ability. A willing creature can choose to be branded by this ability without needing to make an attack roll. You always know the branded creature’s location and general direction from you as long as you are on the same plane of existence.
- You know one rune of your choice from the Rune Spells table. Whenever you finish a long rest, you can inscribe one nonmagical weapon, piece of armour or clothing, or other worn or carried object you touch with a rune you know. You gain knowledge of one spell based on the rune you choose, as specified in the Rune Spells table, and you know the spell until you finish a long rest, when the rune fades.
- While a creature is bearing the inscribed object, it can cast the spell granted by the chosen rune once without using a spell slot or spell components. The spell uses your spellcasting ability modifier for this feat. If you are holding the object, you can also cast the rune spells again using any appropriate spell slots you have. You can change your known rune for another from the same list each time you gain a level.
- Flaming Sphere, Binding Ice, Earthen Grasp, Warding Wind, Magic Weapon, Kinetic Jaunt, Healing Spirit, Command
- Warlock:
- Hit Dice: 1d8 per warlock level
- Hit Points at 1st Level: 8 + your Constitution modifier
- 1d8 (or 5) + your Constitution modifier per warlock level after 1st
- Spellcasting:
- DC: 8+prf+wis (16)
- SpellAtk: Prf+wis (8)
- Pact Magic: 41 cantrips
- Guidance
- At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
- At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
- At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.
- Message
- At 5th Level. The spell has a range of 300 feet.
- At 11th Level. You can ignore the somatic and material components of the spell.
- At 17th Level. You can ignore the verbal component of the spell, sending the message to your target telepathically instead. A simple mental image may accompany this message, and your target can reply in the same way.
- Mind Sliver
- Eldritch Blast
- (Create Bonfire)
- Spell Slots: Level 4: 4/4
- Known Spells: 9
- Idk, spells???
- Always prepped:
- (Caustic Brew)
- (Healing Spirit)
- (Revivify)
- (Spirit Guardians)
- (Aura of Purity)
- (Guardian of Faith)
- ~~
- Invocations: 7
- Bewitched Strikes
- You know the Divine Favour spell and can cast it at will, without using a spell slot. It does not count against the number of warlock spells you can prepare. For you, the damage it adds can be Radiant, Psychic or Necrotic.
- Level 5: Cloak of Flies
- You conjure a swarm of biting insects as a bonus action on your turn. The swarm crawls over your body and buzzes about you in a 5-foot radius in every direction, but not through total cover. The effect lasts until you are incapacitated or you dismiss it as another bonus action.
- For the duration, you make Charisma (Intimidation) checks with advantage, and have disadvantage on all other Charisma checks. When another creature enters the area of the swarm or starts its turn there, it takes piercing damage equal to your warlock level (9).
- You can invoke this power a number of times equal to your proficiency bonus, regaining all uses on a long rest (3).
- Beguiling Influence
- Persuasion + Deception expertise
- Protective Talisman
- Your patron gives you a talisman with a protective boon. You can bear this talisman yourself, or give it to another creature. If it is lost, you can recreate it through an hour-long ritual (which you can do during a short or long rest) which also destroys the previous talisman if it persists. The talisman is also destroyed when you die.
- When the bearer of the talisman fails on a saving throw, it can add your spellcasting ability modifier (minimum of 1) to the roll, potentially turning failure into a success.
- This power can be invoked a number of times equal to your proficiency bonus, and all uses are restored when you finish a long rest.
- Retributive Talisman:
- Your protective talisman’s power improves to rebuff those who would attack the bearer.
- When the bearer of your talisman is hit by an attack or damaged by a spell or effect by a creature within 10 feet of it, it can immediately deal Psychic damage equal to your warlock level to the attacking creature and push it up to 10 feet away from itself in a straight line. If this movement puts the bearer out of range of the attack or spell, it takes no damage from it.
- This power can be invoked a number of times equal to your proficiency bonus, and all uses are restored when you finish a long rest.
- Lifedrinker:
- When you hit a creature with your pact weapon, you can drain its vitality to restore a number of hit points equal to your spellcasting ability modifier (minimum of 1). Each creature you hit can only have its vitality drained once per turn in this way.
- If you slay a creature or reduce it to 0 hit points, you regain more hit points, equal up to your warlock level + your spellcasting ability modifier (minimum of 1).
- Repelling Blast:
- When you cast Eldritch Blast and hit with it against a Large or smaller creature, you can push it up to 10 feet away from you in a straight line. A creature can only be moved once per turn in this way from one casting of the spell, even if it is hit by multiple attacks from it.
- ~~
- Mystical Entreaty:
- Starting at 5th level, you learn to beseech or wrest aid from your patron in a moment of dire need.
- As an action, you can call upon your mystical link to your patron to regain one expended warlock spell slot. Once you use this power, you cannot use it again until you have completed a long rest.
- When you reach 11th level, you can use this ability twice between long rests. However, you can still take this action to regain a spell slot only once per short rest.
- Boon of the Blade:
- At 3rd level, your Boon allows you to summon a magical weapon materialized by your bond with your patron. You can use a bonus action to conjure the pact weapon in your free hand. It can take the form of any simple or martial weapon with which you are proficient; you can create a different weapon each time you conjure it.
- When you attack with your pact weapon, you can use your spellcasting ability statistic, rather than Strength or Dexterity, for its attack and damage rolls. The pact weapon’s attacks count as magical for the purpose of overcoming resistance and immunity, and you can also use it as a spellcasting focus for your warlock spells.
- Your pact weapon vanishes if it is ever more than 5 feet away from you for more than 1 minute. It also vanishes if you dismiss the weapon (no action needed), if you use this ability again to create another weapon, or if you die.
- You can also transform a pre-existing weapon into your pact weapon by bonding with it over an hour-long ritual while it is in your possession (which you can do over a short or long rest). When you dismiss such a bonded weapon, it enters an extradimensional pocket of space which is always near you, and from which you can summon it again as a bonus action.
- The bonded weapon ceases to be your pact weapon if you die, if you perform the ritual on a different weapon, or if you choose to break your bond with it as an action. The weapon appears at your feet when the bond breaks.
- Hexblade’s Curse:
- Also from 3rd level, your Boon allows you to place a baleful curse upon your enemy, granting you mystical advantages against your quarry.
- You can use a bonus action on your turn to curse one creature you can see within 30 feet of you for 1 minute. The curse grants you the following benefits:
- Your attacks deal extra Force damage to the cursed target on a hit, equal to your proficiency bonus.
- Any attack roll you make against the cursed target with your pact weapon can score a critical hit on a roll of 19 or 20 on the d20.
- The curse ends when the cursed target drops to 0 hit points or dies, or if you are incapacitated, reduced to 0 hit points, or die. Once you use this ability, you cannot use it again until you finish a short or long rest.
- Starting at 6th level, your Boon allows you to attack twice, instead of once, when you take the Attack action to attack with your pact weapon.
- Cascading Curse:
- Starting at 9th level, you can spread your Hexblade’s Curse from one creature to another.
- When a creature you curse with this power drops to 0 hit points or dies, you can use a bonus action to apply the curse anew to a different target you can see within 30 feet of you, provided you are not incapacitated.
- Otherworldly Pact: Pact of the Celestial
- Pact spells:
- 1: Bless, Cure wounds
- 3: Aid, spiritual weapon
- 6: Spirit guardians, revivify
- 9: Aura of purity, guardian of faith
- 13: Greater restoration, holy weapon
- Healing Zephyr:
- From 1st level, you can harness your eldritch power to heal mortal wounds. You manifest a pool of restorative power, represented by a number of dice equal to your warlock level. Their size is a d4 but increases as you gain levels in this class; becoming a d8 at 5th level, a d12 at 10th level, and finally a d20 at 20th level.
- As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. You can use a number of dice equal to your spellcasting ability modifier (minimum of 1) at a time. Your pool regains all spent dice after completing a long rest.
- (5 dice, 3 at a time, 1d8)
- Divine Resilience:
- You have advantage on any Charisma, Intelligence or Wisdom saving throws you make against spells or magical effects.
- Backstory:
- Taegus Azalea was born to a small, somewhat-nomadic group of who he now knows are called Augurs of Ill Omen. They called the rocky, mountainous land of Lauckland their home, never settling in a single place, as a lack of home was one of the required fateful pains of their beliefs. It was awful; never having enough food or shelter, moving to the cold, dark north in the dead of winter and the high, windy mountains in summer. Taegus never understood the, in his eyes, arbitrary justifications and boundaries his family and community supported, all in the name of the Symonist idea of rebirth.
- As a teenager, after a particularly bad day involving a rainstorm, a large mudslide, some small flash-flooding, and a lot of ruined, freshly-cleaned laundry, Taegus had enough. He picked up a few of his things and left. Surely, things could not be any worse than home. And, well, he was right. Things were better!
- In nearby Baur, he met the Bismuth Bracers, traveling apothecaries named after their distinctive iridescent-patterned arm guards. And what’s more, this group, having seen much of Anur, didn’t follow the Symonist church. In fact, they didn’t follow any kind of recognized belief system at all, opting to help others simply because it was the right thing to do, no matter who may need aid. And so, after a bit of begging, and without too many questions, Taegus joined up. And things were great, at least for a while. Until misfortune began to befall the group.
- Only a few years passed before things started happening. Little things at first, like a broken-down wheel that wouldn’t fix, a washed-out road, a ruined kit of medicine. Then more frequently, over the next few months; Rusting weapons, a twisted ankle, a gang of bandits, Then, things got worse. A collapsed bridge caused a delay of multiple days. A mysterious illness had the team down for a week in Qarf. When their transport boat sank off the coast of Ros Faro and their second-in-command was attacked by a rabid wolf, Taegus felt the need to say something about his past.
- He confessed to the leader of the Bismuth Bracers, renowned archer Genvieve (or Unerring Eve), about his upbringing and belief that because of his personal history, he must be the cause of their misfortune. After deliberation, with the group split 50/50 on what to do, they decided the best course of action was to part ways amicably with Taegus. As thanks for and recognition of their time together, Genvieve let Taegus keep his bracer, leaving him with a symbol of his affiliation and a promise that should they encounter each other again, they would remain on the same side.
- Taegus now continues the humanitarian mission of the Bismuth Bracers alone, bouncing from caravan to caravan, traveling deeper into Symonist territory and helping those who need it; hopefully also finding out more about the misfortune that hangs over him like a cloud.
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