Appearance: Distinctly average in both height and looks, his naturally bald head is covered in any one of the wigs he carries, and he seems to change his "favourite" one every day! He also can never seem to pick a particular personal style either, as he seems to change his clothing style on a whim. Personality: He never seems happy with himself, how he looks, or (especially) his economic position! He tries to make up for his naturally forgettable appearance with an excess of fashion choices (always changing) to colourful personality quirks (likewise!)
7 Step Background: Background and Concept Elements
- Until his mid to late teenage years, he was a slave to a moderately successful dockside merchant in Calimport.
- Through hard work, and a little persuasion, he was able to barter for his freedom.
- He was able to make a meagre living by working as a clerks assistant and peddling junk in his spare time.
- His ability to be able to sell even low quality goods eventually drew the attention of the Clergy of Waukeen, who saw great potential in him and ordained him as one of them.
- While he has not exactly made a phenomenal amount of money as a merchant, his trading career has had high points of notoriety, such as the time of one of the most severe Winters in memory had blocked off the small Cormyrn border town of Lundford from anywhere else, the people were on the verge of starvation when Koil found his way through a mountain pass and delivered the food and supplies.
Goals:
- Character: Acquisition of money, and live long enough to spend (or of old age, but still rich!)
- Mine: To pull off playing such a quirky character! Secrets
- He knows: How to contact the Zhentarim, but does not trust them far enough to strike a deal with them
- He does not know: Armenti (the former slave) is still out for his blood. Koil has actually forgotten the man even exists! People that are tied to the character:
- Friendly: Mayor Archibold Quist of the town of Lundford is eternally grateful to Koil, for saving his town.
- Friendly: "Ferdy the Fence" is not exactly a friend, but the two know each other and have a courteous, professional relationship. Ferdy can contact just about anybody in the Black Market, or Criminal Underworld (for a price), and is prepared to at least vouch that he at least knows Koil in order to set up a meet.
- Hostile: Armenti was a slave at the same time as Koil, and tried to (unsuccessfully) take the credit for Koils hard work, and thereby ensure his freedom instead of Koil's. Although he did earn his freedom years later, Armenti still believes that it is Koil's fault that he was not freed much sooner.
Memories, Mannerisms, or Quirks:
- He has one memory of his parents: Them selling him into slavery for drinking money!
- He seems to change his manner to suit his circumstances, usually in accordance with the ones of the people he finds himself with, perhaps so it's easier to sell them things.
- He tries to work out what other people desire, in order to get a decent handle on them.
Personality Trait: I always want to know how things work and what makes people tick.
Bond: I owe my Church a great debt for forging me into the person I am today.
Ideal: I work hard to be the best there is at my craft.
Flaw: I'm never satisfied with what I have – I always want more.
Things that make him afraid: A life of poverty
Things that give them hope: That after everything he's been through, he still has the Gift of the Gab!
Level Cleric, Trickery Domain, Level 7 | Human | Koil HP: 38/38 | AC: 19 | Speed: 30' | Passive Perception: 14 Darkvision: 60 feet (From Goggles of the Night)| Initiative: +2 Feats: You master the arts of diplomacy, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. Diplomat Background FeatureYour fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession. Lapsed, due to Guild Fees not paid!Guild Membership
Abilities: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. The creature is instantly destroyed if its challenge rating is at or below 1/2 Channel Divinity(2/Long Rest): Turn Undead, As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. When a duplicate is next to you attack rolls against you have disadvantage.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Channel Divinity(2/Long Rest): Invoke Duplicity, As a reaction to taking damage, you can expend a use of your Channel Divinity to turn invisible until the end of your next turn. You remain invisible until you attack, make a damage roll or force someone to make a saving throw.Channel Divinity(2/Long Rest): Cloak of Shadows, Use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.Blessing of the Trickster,
Racial Traits: Your ability scores each increase by 1.Ability Score Increase | Your base walking speed is 30 feet.Speed | You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.Languages Proficient Skills: Deception +6 | Insight +7 | Perception +4 | Persuasion +9 | Sleight of hand +5 | Stealth +5 | Survival +4 Proficient Tools: Disguise Kit, Forgery Kit, Thieves Tools Languages: Common, Primordial Weapons: Weapon +3 to hit, 1d6 dmgMace. 80/320' range, +5 to hit, 1d8+2 dmgLight Crossbow
Appearance: Kys' hair was permanently changed to the color it is now, something akin to Amethyst at an early age. She crossed a Wizard - something she'll never do again - in a Con and was found out. She feels fortunate that's all he changed.
Standing at a mere 5'3", her elven lineage is quite clear due to her pronounced ears. She's pretty with a deceptive smile and always wears her mask when performing. At her side is a Rapier, and on her belt a sheathed dagger. Across her chest is a bandoleer with no less than 8 darts stuck in it. In a sheath on her back is a short sword, next to a very nice hand crossbow.
Personality: Kysthana seems to always be happy to those she's around often, even in the face of dire circumstances. To some it can be annoying, but to most it's a welcome feeling as she always seems to find the upside in everything. Most times, the "upside" is something only benefiting her, but she's still jovial about it.
I. 5 Background Concepts:
Kysthana is the bastard daughter of the bastard of a noble of Waterdeep, and as such she had to make due on her own from an early age. She grew up quite poor and a bit shunned actually, and was fending for herself in her earliest memories.
She quickly learned that her charm, and performing talents got her things or got her closer to things that she wanted and needed. First, it was food and coin to provide a living for herself, and then it started to move into things that were borderline illicit. It was around this time that she caught the eye of an elder Faction Agent in Waterdeep.
Now she is something of a mover and shaker in her order.
She was taken under another's "wing", so to speak and began to believe she was more than a castaway citizen. Once she also realized she was quite skilled, she was "encouraged" to learn more about her craft and she auditioned for the COLLEGE OF NEW OLAMN. She did well as she is quite skilled in Vocals, and the Stringed Yarting, and the Bagpipes (of all things). She graduated as one of their top scoring and performing students.
Kys did a job once solely for the payment. The payment was a one of a kind, beautifully crafted hand crossbow.
She began by taking on jobs of a sort to earn coin and to start building a name for herself beyond small taverns and such. This expanded to her skills with her crossbow, singing and playing - in short performing. She's gotten to where she can hit a city, drop her name, and sell out a crowd that watches her do a show of tricks with blades, and her playing and singing. She goes by her name, but most folk know who she is when the word is spread that, "Kys is performing tonight!"
II. Goals (2)
Kys' driving goal it to never, ever go back to being poor. The best way to do this is to establish a reputation for herself so she can demand more coin for a private performance, and to make her own way and earn her own treasure horde. This is tied in with the Moonstars goals, who she feels are solely responsible for getting her off the streets. She feels like she owes them a debt she can never fully repay, so she's all in.
The only goal I really have for my character is for her to live in the moment, as is her character. She loves life, and though she has goals, what good is that far off goal if you don't actually feel alive while getting there. This... is the goal I have for her, and will strive to RP her in such a fashion.
III. Secrets:
She's in a Faction within a Faction - Kys' knows that the Moonstars offshoot of the Harpers can be a bit more brutal and that they justify a more harsh approach to getting things done, she doesn't care. Her self esteem will always be skewed in that she believes it wasn't just her natural talents that got her where she is, but the Faction pulled her out of a dead end life. She is known in both orders and those in the main Harpers have no idea she's a leader of the Moonstars.
She doesn't know that her Grandfather is now a high ranking, and rich Noble in Waterdeep. She never knew who he was, and as her father died when she was a preteen, she thought she was alone as far as family went. Having no heir, her Grandfather has recently hired an investigator who found her and reported back. Her Grandfather longs to know his granddaughter and follows her shows, but is still weighing the risk of telling her. His name is Lord Marhorn Wolfswift.
IV. Personal Ties
(Very Friendly) - Ravaerris Hawklight is a half-elf of Drow Descent who is a master sword smith. She creates extremely fine blades for a very high price. She sometimes travels, but mostly stays in Waterdeep. In secret, Rava is a Harper Agent, of the Moonstars, and a high ranking one. She taught Kys her Blade skills.
(Friendly) - Master Zangeon Chandler is a human male in his early 60s. He is a Music Adept and master teacher at the College of New Olamn. He is quite taken with the beautiful Kysthana, though sees her as a young daughter protege' instead of an infatuation. He loves her voice, and is the one solely responsible for having her learn the Bagpipes. He tolerates her coming and going to bend his ear at times. He knows she's a leader of the Moonstars and is quite often involved in questionable things, but he doesn't known, and doesn't want to know details.
(Hostile) - Quotiln Graveltoes, bard and Innkeeper. Quotiln is a male gnome who gave Kys a stage to perform on quite often. He saw her once speaking with Ravaerris Hawklight, and as Quotiln is a lower ranking Harper Agent, he heard from the Faction that Ravaerris has revived the Moonstars, and should keep an eye out. He tried to bring Kys into his confidence, and she shunned him. He hasn't liked her since.
V. Behind the Mask:
One of her earliest memories is of a joyous time singing as a young girl in a small tavern near the hovel she lived in with her deadbeat dad of a father. The place has since changed its theme, owner and clientele, but the regulars there encouraged her to sing happy, almost laughing songs that she liked instead of the ones she'd heard and thought people wanted to hear. In short, they instilled in her a want to sing what she felt and have fun doing it.
Kys abhors awkward like nature abhors a vacuum. Sometimes she sees 'quiet and bored as awkward'. So, she'll pluck her strings or play her bagpipes and make up a song if she has to in those situations. Or, challenge someone in the group to a silly game.
Kys is literally never without a smile; even when she's sleeping, and especially in deadly situations. This stems from her extreme drive to survive. There were days in her earliest memories where her quick mind and wit saved her. On one such occasion, a thug killed a drunk in an alley as she was trying to wake the man and ask for a copper at the age of 6. The thug killed the man, took what little he had and looked at Kys, weighing if she would talk and whether or not he should kill the street urchin. She replied with a smile, "Are you gonna take his socks? I can make puppets out of them." The man laughed and ran off.
She didn't take the dead man's socks. Instead, she sang a sweet innocent tune over his body, and then she skipped away smiling, knowing how close she came to death and reveling in the fact that she had beaten it.
VI. Characteristics:
Personality Traits: Flattery is my preferred trick for getting what I want.
Bond: I would die trying to recover an ancient relic of my Faction that was lost long ago.
Ideal: I hope to one day be the greatest Bard performer in all the land.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
VII. Hopes and Fears:
Fears
#1 - Her greatest fear is falling back into the role of a hand to mouth meal existence street urchin. She will do anything to keep that from happening again.
#2 - One of the reasons she is so full of life is she fears the day when she'll lose her ability to perform and affect people with her singing and playing. She tends to put everything into every performance.
Hopes
#1 - She hopes to find a family, one that she can count on. That could be a group of adventurers, or even a bard troupe. She isn't fast to trust, but it might be her biggest hope.
#2 - She probably won't admit it for years to come, but she hopes to one day be so famous as to be asked by a King or Queen to perform as a Blade, or sing at one of their big celebrations, or coronations. Afterwards, they would reply it was their honor.
Level Bard, College of Swords, Level 7 | Half-elf | Kysthana <--- Character Sheet HP: 46/46 | AC: 16 | Speed: 30/40 | Passive Perception: 15 | Initiative: +2 Feats: Attacking at long range doesn't impose disadvantage on ranged weapon attack rolls. Ranged weapon attacks ignore half cover and three-quarters cover. Before an attack with a ranged weapon that
she is proficient with, can choose to take a -5 penalty to attack roll. If attack hits, add +10 to attack’s damage.Sharpshooter Background Feature: Safe Haven - have access to a secret network of supporters and operatives who can provide assistance. Know a set of secret signs and passwords she can use to identify such operatives, who can provide access to a hidden safe house, free room and board, or assistance in finding information.Faction Agent Abilities: , 4 x day, d8 - regain after short restBardic Inspiration - Inspire others, Blade Flourish: Def:1d8 AC + dmg, Slash:dmg + 1 target 5', Mobile: dmg +push+moveUSES, adv on saves vs. Frightened and charmedCounter Charm, S+ 1d6 HP at end of short restong of Rest, Extra Attack Racial Traits:60'Darkvision, ADV on sav throws vs charm and put to sleepFey Ancestry Proficient Skills: Persuasion +10 | Stealth +8 | Performance +7 | Deception +7 | Acrobatics +5 | Insight +5 | Intimidation +5 | Perception +5 Proficient Tools: Voice, Viol, Bagpipes +7 Languages: Common, Elvish, Gnomish, Dwarvish, Celestial, Thieves Cant Weapons:Range 120' w/o Disadvantage, +7 to hit, 1d6+4 dmgHand Crossbow, 1d20+6 to hit, 1d8+3 dmgRapier, +6 to hit, 1d6+3 dmgShort sword, 60' range, w/o Disadvantage, +6 to hit, 1d4+3 dmgDarts
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
10
14
12
11
14
18
Modifier:
+0
+2
+1
+0
+2
+4
Saves:
+0
+5
+1
+0
+2
+7
Spellcasting Ability: +7 | Charisma
Spells Known: 10
Spell Attack Modifier: +7
Spell Save DC: 15
Spell Slots: 4/3/3/1
Cantrips:
Mage Hand
True Strike
Vicious Mockery
Spells - Level ONE:
Disguise Self
Detect Magic
Dissonant Whispers
Healing Word
Cure Wounds
Spells - Level TWO:
Phantasmal Force
Crown of Madness
Spells - Level THREE:
Leomund's Tiny Hut
Catnap
Spells - Level Four:
Greater Invisibility
Dimension Door
__________________ Posting Status: Normal -Normal... heh.
Last edited by Drachenspirit; Oct 27th, 2020 at 05:37 PM.
Race: Human Class: Sorcerer (Wild Magic origin) Alignment: Lawful Neutral Mechanical Background: Guild member (cartographers, surveyors and chart-makers)
Appearance: The man you see before you seems to be of an advanced age, but a closer look reveals several of his features to be curiously ageless. His frame is tall and thin, but with a slight stoop about the shoulders. A curled mass of black hair frames his strange features, with a single streak of white shooting back over his left eyebrow. Underneath this streak, his left eye is milky white, in stark contrast the lively green colour of his right. He wears a long and well-worn hooded yellow cloak over simple garments, and carries a staff of sturdy duskwood smeared with spellcasting components. From a pocket of his huge cloak a diminutive amphibian head peers our, his toad familiar, 'Augustus'.
''Stand back friends!''
Personality:
Mehmed is a lively and talkative adventurer. He enjoys teasing out his companion's beliefs and personalities in conversation, and entertaining them them with his own, frequently deploying an apposite proverb when the moment demands. While he is fond of company, Mehmed is occasionally prone to longer moments of introspection, and between quests he usually travels alone. The aging sorcerer prides himself on his reasoned approach to life, and is more likely to pursue diplomatic avenues when conflict presents itself. However, this measured approach often comes into conflict with a fierce curiosity.
Background/Concept Elements: 1: Mehmed was born in Shatar, a small village south of the Cloud Peaks, on the banks of Lake Weng. He was raised by his father, Cajó Il-Uisloik, and stepmother, Beatroix Uisloik. His parents were cartographers, working to map the local region for city officials in Amn, and Mehmed was raised to follow them into this profession. He spent his youth learning calligraphy, illustration and the mathematic skills associated with mapping the unknown; as well as conversing with passing adventurers to secure more obscure information about the surrounding Lands of Intrigue. Thanks to this, Mehmed retains a passion for exploration, and a deep respect for craftsmanship. 2 : As a young adult, Mehmed also discovered he possessed crude spellcasting abilities. He could summon small sparks of flame, manipulate water, and project minor illusions, but often spontaneously and with very little control. Mehmed knew little about what his powers were, and thought them an idle curiosity, but his ignorance would eventually lead to tragedy. One night, he mistakenly set a small tavern on fire while showing a prestigitiation trick to an adventuring warrior named Sorthzir, while the two drank together. The trick was simple, one Mehmed had cast dozens of times before with ease. But once the tiny crackles of arcane force manifested in his palm he knew something was wrong. A jet of scorching flame arced from his hand and hit a nearby wall, catching immediately. In the ensuing chaos, Mehmed scrambled out the burning building, coughing acrid smoke from his lungs. Sorthzir and 3 other patrons were still inside. Intuitively, Mehmed knew their fate. Even before the scarred bodies had been identified, Mehmed fled the village, and has been living on the road ever since. 3: While the days in which Wild Mages were hunted and imprisoned for their powers have passed, Mehmed has dedicated his life to understanding his power, and the phenomenon of 'wild magic'. He spends many hours studying through focused meditation, and the research of mysterious arcane tomes, in pursuit of this goal. It is through this study, that Mehmed believes has he become more powerful and less dangerous, curbing the often bizarre and dangerous 'surges' his magic can cause. Thus, he regularly proclaims the importance of maintaining 'balance' in the world, through knowledge and control. 4: Mehmed has now spent over 20 years plying his trade as a sorcerer, retrieving artefacts, investigating ancient ruins, or protecting noble caravans, and has accumulated a small degree of fame under the pseudonym 'White-Eye'. For many years, he journeyed with a half-elven rouge named Barelashk, who he came to love. However, while recovering a lost seal for a noble house in the sewers beneath Amn, Mehmed abandoned his companion in a battle with a powerful Necromancer. Now, he is sickened by his cowardice, and fears that Barelashk still walks the realms today as a twisted, undead monstrosity. However, Mehmed has learned from his mistakes and tries to be uncompromisingly loyal companion to those he journeys with.
Goals:
Mehmed seeks knowledge and control over his arcane power, just as he sought knowledge and control over the lands of Faerun as a cartographer. He considers this the prime motivating force in his work as an adventurer.
Personally, I'd like to tease out some of the contradictions in Mehmed's beliefs as the game develops, particularly in role play with other party members. Delving into the lost caverns and recovering artefacts of such terrifying arcane potential should be an interesting RP challenge!
Secrets: Known: Secretly, Mehmed is aware that by embracing the unrefined nature of his arcane power and channelling the raw magic of the weave, he is able to cast spells far more powerful than a sorcerer of his experience should be able to. Occasionally, he doubts whether he can reach such levels of power through the more controlled direction he has taken his training. However Mehmed is aware of the profound danger this entails, to himself and to the people around him. Unknown: Mehmed is being watched and assessed by members of The Emerald Enclave as a potential ally, who respect his concerns regarding natural balance in the realms. An old friend of his, a half-orc druid named Ghorsh, has recommended him to them and reported his presence on this current expedition. They may potentially contact him during the campaign, and request that work to mitigate the instability of planar magic in the Caverns, and seal them is necessary. Of course this will problematise both Mehmed's commitment to the contract he signed for Lord Bron, and his own interest in the Caverns and it's artefacts.
Connections Beez- an elderly gnomish wizard/hermit Mehmed met early in his adventuring career. For some time, she trained him in the art of sorcery, and he occasionally he returns to her home in the Neverwinter Wood. She remains an inspiration to him in his own travels. Ghorsh- a half-orc druid, and Emerald Enclave member, whom Mehmed journeyed with years ago. The two are good friends, often mocking their eccentricities when they encounter each other on the road. Alazaar Dannihyr- a young Amnian noble. Years ago, Mehmed worked as an agent for his family, tasked with retrieving a number of artefacts they had lost. Mehmed reported that he was unable to find a number of them, but Alazaar suspects Mehmed kept them for himself.
Memories, Mannerisms, and Quirks:
Mehmed has fond memories of witnessing his father work; the grace of his hand manipulating a quill, the vibrant blue of the ink, and the soft rasp of his voice reading out the names of towns and villages as he committed them to parchment.
Occasionally, he finds great humour in the misfortune of others, commenting on the marvellously ironic and comical nature the world and its 'balance' in the realms.
Mehmed fidgets with a small scroll pouch at the side of his robe when nervous. Inside, he stores a small sketch of the fields near his home in Shatar.
Trait- I'm full of witty aphorisms and have a proverb for every occasion. Bond- I created a great work for someone, then found them unworthy to receive it. I'm still looking for someone to receive it. Ideal- Community. It is the duty of all civilised people to strengthen the bonds of community and the security of civilisation (Lawful) Flaw- I'll do anything to get my hands on something rare or priceless.
Mehmed fears losing control of his power, and causing 'wild magic surges' which could embarrass him, or worse, harm others.
Insects inspire a bizarrely irrational fear in Mehmed, who describes them as having 'far more appendages than is remotely acceptable'.
Encountering younger people with whom Mehmed can discuss broader topics of the arcane and philosophical variety brings him hope for the future.
Successfully mapping the world, and understanding its complexity, brings Mehmed hope.
Level 7 Sorcerer (Wild Magic)| Human | Mehmed Il-Uisloik HP: 42/42 | AC: 12 | Speed: 30ft | Passive Perception: 10 | Initiative: +1 Feats: Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.Historian Background Feature (Guild Artisan) Mehmed is no longer an active member of the cartography guild, so this feature doesn't apply.Guild Membership Abilities:Access to 7 sorcery points at 7th level. Sorcery PointsCreating Spell Slots- bonus action on your turn, transform unexpended sorcery points into one spell slot, can create spell slots no higher than level 5, (spell slot level/sorcery point cost, 1st/2, 2nd/3, 3rd/5, 4th/6, 5th/7),
Creating Sorcery Points- bonus action on your turn, expend one spell slot and gain a number of sorcery points equal to the slot's levelFlexible CastingExpend sorcery points to change the nature of a spell (2 metamagic options at 7th level), can only use one Metamagic option on a spell when you cast it (unless otherwise noted),
Heightened Spell (3 sorcery points, when you cast a spell that forces a creature to make a saving throw to resist it's effects, you can give one target of the spell disadvantage on its first saving throw made against the spell),
Quickened Spell (2 sorcery points, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting)MetamagicOnce per turn the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be effected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spall lasts for its full duration.Wild Magic SurgeOnce per long rest, you can give yourself advantage on one attack roll, ability check or saving throw. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge Table when you cast a spell of 1st level or higher. You then regain use of this feature.Tides of Chaos Bend Luck, Spell Casters and Detect Magic (Homebrew), Find Familiar (Homebrew), Bonus Sorcerer Spells (Homebrew), Sorcery Point Recovery (Homebrew) Racial Traits: None Proficient Skills: Arcana +6 | History +6 | Insight +3 | Persuasion +7 | Religion +6 Proficient Tools: Artisan's Tools (Cartographers, surveyors, and chart-makers) Languages: Human, Dwarfish, Elvish Weapons: Quaterstaff (to hit: +2, damage: 1d6-1 Bludgeoning, (Versatile: 1d8)) Dagger (to hit: +4, damage: 1d4+2 Piercing, (Finesse, Light, Range, Thrown 20/60))
Augustus the Proud1st Level Conjuration Ritual
Casting Time: 1 hour
Range: 10 feet
Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar,
Abilities: You can see in dim light within 30 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.Darkvision 30ft The frog can breathe air and waterAmphibious The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.Standing Leap
__________________ “Mount and begone. The world awaits you.”
― Mervyn Peake, Titus Groan
Last edited by mushroomslice; Oct 30th, 2020 at 10:58 AM.
Appearance: Celsys is a hulking figure by Gnome standards, standing a full four feet tall, with well-developed arm muscles and thick legs well suited to hauling around heavy armor. She has rather plain facial features, including a nose that was badly broken in a tavern brawl several years ago. Her long red hair is braided at the front so as not to impinge upon her vision in battle, but she otherwise pays little attention to it, with it forming a large numbers of knots and tangles as it hangs down her back.
Personality:
Celsys is a proud woman who has had to fight to earn the respect of authority figures throughout her life, be they her father, commanding officers, or more lately the nobility of the Sword Coast. She is alert to the smallest potential slight, and draws motivation from them to be constantly working on both her combat and magical skills. She never backs down from a challenge. Celsys prefers to get to the point quickly in conversation, and has a somewhat crude sense of humor, forged by years spent in military barracks.
Celsys likes to imagine herself as the avenging sword of justice, dealing out retribution to evildoers, or just people who hack her off. She is intelligent enough to rationalize whatever course of action she chooses as the morally righteous one, and fights with the fury of someone who has always has absolute conviction in her cause. She enjoys the rush of battle and proving her superiority over a foe at close quarters. She is simultaneously suspicious of other magic users, and jealous of the power that they wield. As good a fighter as she is, Celsys often wonders what it would have been like to stick it out as a wizard.
7 Step Background:
a) Comes from Baldur's gate - the only daughter, and eldest child, of a prominent Gnomish Merchant, she grew up in a large townhouse by the Gray Harbor.
b) Short-tempered, Celsys doesn't take kindly to being the butt of jokes, and especially jests about her height. She's gotten in numerous fistfights down the years as a result.
c) Celsys was initially apprenticed to a powerful wizard, but fell out with her after a year or so. Celcys claims the wizard took little interest in her progress and treated her as essentially a slave. The wizard's side of it is that Celsys was maddeningly headstrong, clumsy, and tried to learn spells above her competence, nearly burning down her tower at one point. Since then she's learned magic in a haphazard and self-taught manner along the way, most notably by studying from spellbooks of defeated outlaw wizards.
d) Celsys' father subsequently pulled some string with the Patriars of Baldur's Gate to allow her to enlist in the Flaming Fist, where she served with some distinction, rising to be a Flame (middle-ranking officer). Celsys was known as a smart and brave officer, who got things done, but was often thought of as cavalier with the lives of her soldiers (though she never asked a soldier to take a risk she wouldn't herself). She was known to be fond of high-risk high-reward battle strategies.
e) Fearing mutiny, the top-level commanders of the Flaming Fist decided to redeploy Celsys away from the battlefield, using her alone or as part of small teams. Initially working for the Grand Duke of Baldur's Gate, Celsys proved herself quite capable of dealing with threats such as bandit leaders, outlying villages unwilling to pay their dues to the city, or secretive cabals of devil-worshippers. Though she flourished in her new role, she still saw being taken out of battlefield command as a slight. Over time, the Grand Duke began to allow her to take on missions of importance for other leaders of the Lord's Alliance.
Character's goal; she aims to do sufficient service to the realm that one of the Lord's Alliance might be willing to ennoble her. That way, no-one can prevent her from commanding her own armies.
My goal: I'd like the character's arc to bend towards her gaining a greater appreciation for the value of humanoid life, and willingness to admit to her mistakes.
Known secret: Her father had to pay a significant bribe to get her accepted into the Flaming Fist in the first place, after the wizard's tower fiasco.
Unknown secret: The powerful Necromancer that Celsys made her name as a Flaming Fist Officer by defeating was in fact a lich, with a very well hidden phylactyly.
Jorros Irrenwort - Celsys' brother, who followed in their father's footsteps as a merchant. He is an itinerant trader who crisscrosses the northern sword coast. Jorros has made a fortune since coming of age, and blown all of it on his gambling addiction, meaning that despite his clear eye for a profit, he always seems to be living hand-to-mouth.
Bialos Ferynk, a now-retired Flaming Fist officer who was Celsys' first commander as a raw recruit. Initially skeptical of the Gnome's suitability, he became a close friend as a result of each saving the other's life in battle on a handful of occasions. Since retirement, Bialos has married an Illuskan woman and taken up running a tavern on the road between Luskan and Waterdeep. Never a slight fellow, now that he no longer fights on a regular basis, Bialos' weight has ballooned to the point where tavern patrons make frequent jests about his size. Bialos, being a good-natured soul, doesn't mind in the slightest.
Gaodar de Zerres, a middle-ranking Patriar of Baldur's Gate. Two of his younger sons served under Celsys with the Fist, and perished during a particularly bloody frontal assault. Gaodar suspects from conversations with other Fist officers that a much less risky approach was possible, and holds Celsys responsible. Not sufficiently powerful to openly seek revenge, Gaodar has had several secretive dealings with members of the Baldur's Gate underworld in order to try to have Celsys "dealt with."
Quirk: Celsys has an extremely squeaky, high pitched voice that belies both her physique and her character.
Mannerism: Whenever she's stood still for any period of time, Celsys has a habit of tapping the blade of her sword against her ankles in a rhythmic pattern.
Memory: Celsys will never forget the time, as a raw Flaming Fist recruit, she was detailed to provide security for a large trading ship headed for Port Nyanzaru. The mercenary defenders were outnumbered, but the fight still felt winnable to Celsys at the point the Manip in charge of her group had surrendered. The humiliation she had felt at giving up the ship's cargo and having to return to Baldur's Gate defeated lingered with her a long time, even after she had redeemed herself by fighting bravely as part of the squadron who fell upon the pirates' hideout and crushed the outlaws, selling the survivors to Zhentarim slavers.
Trait: I face problems head-on. A simple, direct solution is the best path to success.
Trait: I enjoy being strong and like breaking things.
Ideal: Responsibility. I do what I must and obey just authority. (Lawful)
Bond: I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
Flaw: I’d rather eat my armor than admit when I’m wrong.
Fear: Celsys is deathly afraid of all forms of mind-altering magic, be they enchantments, illusions, or direct psychic attacks.
Fear: The thought of being captured, and subject to the whims of an enemy over a prolonged period.
Hope: She has met a handful of the city leaders of the Sword Coast personally, and by and large she has a great deal of faith in their leadership qualities.
Hope: She draws inspiration from the ability of people to work together as a team to overcome seemingly-overwhelming odds.
Level 7 Eldritch Knight Fighter | Rock Gnome | Celsys Hapgood Rozywn Medlib Zimpa Irrenwort HP: 67/67 | AC: 19 | Speed: 25ft | Passive Perception: 11 | Initiative: 0 Feats:, +1STR, -3 to damage from nonmagical piercing/slashing/bludgeoning while wearing heavy armorHeavy Armor Master| +1 INT, Proficient in Investigation, Proficiency Bonus is doubled for Investigation skill.Practiced Expert Background FeatureAs a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.Safe Haven Abilities:You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind| When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style - Dueling| Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.Action Surge| Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack| At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.Weapon Bond| Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.War Magic Racial Traits: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning | Accustomed to life underground, you have superior vision in dark and dim conditions. 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.Darkvision | Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.Artificer's Lore | You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. Tinker Proficient Skills: Athletics +7 | Arcana +6 | History +6 | Insight +4 | Investigation +9 | Proficient Tools: Tinker's Tools Languages: Common, Gnomish, Dwarvish, Draconic Weapons: +1 Longsword (to hit: +8, damage: 1d8+6 Magical Slashing) Javelin (to hit: +7, damage: 1d6+4 Piercing )
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
18
10
14
16
12
10
Modifier:
+4
+0
+2
+3
+1
+0
Saves:
+7
+0
+5
+3
+1
+0
Spellcasting Ability: +3 | INT
Spells Prepared: 5
Spell Attack Modifier: +6
Spell Save DC: 14
Spell Slots: Level 1 4/4 Level 2 2/2
Cantrips:
Booming Blade
Chill Touch
Spells Prepared:
Absorb Elements
Protection from Evil & Good
Identify
Magic Missile
Shatter
__________________
Yeah, I got a whole lotta characters y'all.
They/Them.
Last edited by SnakeOilCharmer; Oct 27th, 2020 at 11:21 PM.
Name: Ostian Frume
Race: Human Class: Paladin
Alignment: Lawful Good Appearance: Ostian wears his armor too much. He keeps it clean and polished, and only takes it off for baths and sleep. When he takes his helmet off, he has piercingly blue eyes and nearly-white blond hair. If you look close, you can barely see a few strands of facial hair. It's far too light and wispy for a full beard of hair, much to Ostian's chagrin.
Background:
Ostian was raised in Enturel by Ontharr Frume, a paladin of the Order of the Gauntlet. Ontharr was a good father, and tried to teach him to be honest and just. However, as Ostian grew up bullied, quickly learning how to stand up for himself and "teach" others to leave him alone. Ontharr, hoping to help Ostian (both physically and morally), put Ostian in paladin lessons from the local temple to Torm. Ostian was talented, easily grasping advanced techniques and dueling concepts.
As Ostian trained, he learned about weekly dueling matches held by the Order of the Gauntlet. Ostian quickly rose to the top, and started attending other regional competitions. He earned the nickname Blacktooth after taking a punch the face in order to score the final hit of the bout then grinning to show a mouth full of blood-soaked dirt.
After a particularly long and tiresome bout, Ostian spotted Shay. With elvish ears peeking out of her long flowing hair, Shay was the most beautiful thing Ostian had ever seen. She and her family were traveling through on their way back their home to Evermeet. The two spent the next few days doing everything together and enjoying each other's company. However, despite their budding relationship, it was not meant to be. Ready to get moving again, Shay's family whisked her away. Ostian decided he would become an emissary and make his way to Evermeet.
Ostian started petitioning his father to let him start taking responsibilities. After much begging and pleading, Ontharr decided to let Ostian travel to Greennest to aid and oversee the rebuilding of the town after a recent dragon attack. The caravan was attacked by bandits, but Ostian and his guard managed to fight them off after suffering heavy losses. After several weeks, they finally ended up in Greennest, in worse shape than the town they were sent to help.
Ostian spent the next few months helping to rebuild the city. One day, he received a letter from his father: "Son: Your presence has been requested by Lord Bron. He wants you to travel and help retrieve several valuable magical items from the Sunset Mountains. This is critically important for keeping good relationships with The Harpers. Please travel there at once and report". Hoping this to be his big break, Ostian made his way to Iriaebor.
Goals:
Ostian wants to be viewed as a hero, and to find his love Shay.
Ostian needs to accept his faults. People are not pawns, and there is more to life than fame and glory.
Relationships:
Ontharr Frume. Ontharr is a paladin and a delegate at the Council of Waterdeep. Ontharr demands a lot from his son and from himself. He is a staunch believer in honor and justice, but hopes his son will look past his vain ambitions.
Lyla Meningil helped train Ostian as a child and is the quartermaster of the caravan to Greennest. While they hostile to each other, Lyla is harsh with Ostian as she believes he can be so much more.
Memories/Mannerisms/Quirks:
Ostian has lost very few duels. One in particular is memorable: The score was 4 to 1, and Ostian was backing his opponent, Aldrick, into a corner, ready to score the final point. However, as he thrust, he lost his footing and fell flat on his face. While the battle didn't immediately end after that, he was unable to regain focus due to embarassment.
Ostian will debate philosophy with those around him. He loves asking the hard questions, but doesn't always care to listen to the responses.
Level Class & Level | Race | Name HP: 87/87 | AC: 21 | Speed: 30 | Passive Perception: 15 | Initiative: 1 Feats:+1 STR, Reroll 1 attack damage die, once per turn. On critical hit, roll 1 additional diePiercer Background FeatureYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to send messages to and from your contact even over long distances.Criminal contact Abilities:+1 ACDefense fighting style Each fiend/undead within 30 feet must make wisdom saving throw, otherwise it flees for 1 minute or until it takes damageTurn the unholy Attack twice when taking the attack actionExtra attack Expend spell slot to deal 2d8 extra damage +1d8 for each spell slot. If undead or fiend, add 1d8Divine smite You and friendly creatures within 10 feet gain +Cha to saving throwsAura of protection When taking long rest, heal 5xLevel HPLay on hands You and friendly creatures within 10 feet can't be charmedAura of devotion Spend an action to add CHA modifier to attack rolls for 1 minute.Sacred weapon Immune to diseaseDivine health
Name: Radiance Race: Protector Aasimar Class: Warlock (Celestial) Alignment: Chaotic Good Mechanical Background: Folk Hero Appearance: Radiance appears to be an attractive human until you meet her eyes. A shocking blue of the kind you'd see when lightning strikes, they are without pupils and glow softly. Her hair is a honey blonde, wavy and falling to the middle of her back, and her skin light but not pale. She wears plain leather armor more often than not, but likes to liven up her appearance with colorful mantles. She is thin but not without feminine curves, and her days spent fighting show in the tone of her musculature.
Personality:
While she prefers to view life through a tolerant and at times jovial lens, Radiance is perfectly capable of the seriousness required to devote her life to taking out the evils of the world. She is down to earth, prefers dependable sturdiness over fancy trappings or elaborate appearances, and isn't afraid to get her hands dirty (literally). She serves a higher power than any mortal man, but that doesn't make her cocky or irreverent, and while she may be a bit coarse, her sincere nature often wins over anyone who would be put off by it.
7 Step Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
Radiance was born to farmer parents in Secomber. She was cherished by both her parents and their neighbors, and grew up as part of a solid and loving community.
When she was a teenager, she formed a pact with Faerinaala celestial, swearing to serve his interests in exchange for the power to defend her community from marauding monsters.
Once the threat was dealt with, her new patron instructed her to leave her home and seek out evil, to root it out and destroy it where possible, and to aid others who do the same. This has predominantly led to hunting down summoned fiends and their summoners.
In between adventures, Radiance can be found either enjoying the company of friends in cities and towns she has visited, or back home visiting her parents and helping around the farm.
Although her power comes in the form of magical prowess, she likes to work with her hands and as such commonly manifests her will as a physical weapon she can wield.
Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
Character's Goal: To earn her right to become part of the Court of Stars and serve eternally.
My goal for her: To have her experience hardships that make her question her actions/motivations, and for her to either break or flourish as a result.
Step 3: List 2 secrets. One your character knows and one they do not.
Known: She relishes killing her enemies, and worries that something is wrong with her as a result.
Unknown: Her aasimar heritage is from Faerinaal himself, who took at least one mortal lover before becoming Morwel's consort.
Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
Adrian Feldero. A human Harper she once traveled with on a quest to destroy a group of devil summoners. They visit when she's in his area.
Lorrin Cloverfoot. A halfling farmer she grew up with. Is interested in her, and helps out her family while she's away.
Delores Jaskar. A human demon summoner who got away. Holds a nasty grudge and wants her dead.
Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
She remembers the rush of power that flowed through her once she made her pact for power. She sometimes dreams of it, and wishes she could relive the experience.
She isn't well versed in fancy manners, and sometimes says or does something offensive. Only her obvious lack of malice has kept her from any number of altercations.
Despite her family upbringing and good nature, she has never had interest in forming a lasting relationship with someone and prefers casual encounters, preferably while carousing.
Step 6: List your character's personality trait, bond, ideal, and flaw.
Personality Trait: If someone is in trouble, I'm always ready to lend help.
Personality Trait: I'm confident in my own abilities and do what I can to instill confidence in others.
Bond: I protect those who cannot protect themselves.
Ideal: Respect. People deserve to be treated with dignity and respect.
Flaw: I have a weakness for the vices of the city, especially hard drink.
Step 7: List 2 things that make your character afraid and 2 things that give them hope.
Fear: Radiance fears her bloodthirst in battle. She worries it makes her unworthy of her patron, and that he will turn away from her one day.
Fear: She worries for her family back home. Without her there to defend them with the power she bargained for, she is afraid she'll return home one day and find them slaughtered by something she could have prevented.
Hope: The fact that her patron has invested his time and power in her gives her hope that a- she is worthy of it, and b- that the constant summoning of fiends into her homeland is able to be stopped, or at least controlled.
Hope: Seeing her parents' love for one another every time she returns home and knowing her patron has a similar relationship gives her hope that she won't be alone for eternity once she joins him in the Court of Stars.
Level: Warlock 7 | Protector Aasimar | Radiance HP: 45/45 | AC: 13 | Speed: 30ft | Passive Perception: 14 | Initiative: +7 Feats: You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Alert | Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. Perceptive Background FeatureSince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality Abilities:At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.Healing Light | You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Also have Improved Pact Weapon:
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
AND Thirsting Blade:
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.Pact of the Blade | You can cast speak with animals at will, without expending a spell slot.Beast Speech | You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.Radiant Soul Racial Traits: 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.Darkvision 60ft | You have resistance to necrotic damage and radiant damage.Celestial Resistance | 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.Healing Hands | Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and 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.Radiant Soul Proficient Skills: Animal Handling +4 | Nature +3 | Perception +4 | Religion +3 | Survival +4 Proficient Tools: Cook's utensils, land vehicles Languages: Common, Celestial Weapons: Pact Weapon - Battleaxe (to hit: +8, damage: 1d10+5)