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rpg:arcydea:characters:rhysa

Rhysa

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Rhysa is a near-adulthood-aged Verdan Celestial Warlock from Rosohna in Xhorhas. She is on the taller side for an almost-adult Verdan, standing four foot even. She has jade green skin, golden colored eyes, and black, wiry hair pulled into two pigtails at the crown of her head. She usually dresses in long skirts, sensible shirts, a good, repairable set of boots, and a long, warm coat, but will don pants when the situation calls for it.

Rhysa

  • Chaotic Good
  • Verdan
  • Size: Small
  • Celestial Warlock Level 3
  • Acolyte (Luxonborn) Background
  • HP: 24
  • AC: 12
  • Proficiency Bonus: +2

Proficiencies & Languages

  • Armor: Light armor
  • Weapons: Simple weapons
  • Languages: Common, Goblin, Elvish, Undercommon, Draconic
  • Senses: Darkvision (120 feet)
  • Movement: 30 feet
Stats STR 12 (+1) DEX 13 (+1) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 14 (+2)
Saves STR +1 DEX +1 CON +2 INT +1 WIS +3 CHA +4

Equipment:

  • Light Crossbow [+3 attack bonus] (1d8 +1) P
  • Shortsword [+3 attack bonus] (1d6 +1) S
  • Dagger [+3 attack bonus] (1d4 +1) P
  • Dungeoneer's Pack
  • Component Pouch
  • Leather Armor
  • Crossbow Bolts
  • Holy Symbol
  • Sticks of Incense
  • Prayer Book
  • Vestments
  • Common Clothes (Skirt, shirt, long coat)
  • Pouch
  • Bugbane
  • Long Pointy Stick
  • Sturdy pants

Coins and Treasure:

  • 22 GP, 4 SP, 1 CP
  • Shydi pink flamingo charm

Verdan Traits

Verdan characters have a number of traits in common with others of their kind.

Languages You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.

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

Age Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation, their upper age limits remain subject to speculation.

Alignment Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.

Size Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.

Speed Your base walking speed is 30 feet.

Black Blood Healing The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

Limited Telepathy You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

Persuasive Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

Telepathic Insight Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

Celestial Warlock Traits

Hit Points

  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast Prerequisite: eldritch blast

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Celestial Features

Warlock LevelFeature
1stExpanded Spell List, Bonus Cantrips, Healing Light
6thRadiant Soul
10thCelestial Resilience
14thSearing Vengeance

Expanded Spell List

Spell LevelSpells
1stcure wounds, guiding bolt
2ndflaming sphere, lesser restoration
3rddaylight, revivify
4thguardian of faith, wall of fire
5thflame strike, greater restoration

Bonus Cantrips At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light 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.

Radiant Soul Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. 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.

Celestial Resistance Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Acolyte (Luxonborn) Features

Acolyte (Luxonborn)

Every acolyte is a servant of some god. But you serve the Luxon, a being that you believe transcends godhood and created the cosmos. No mere priest, you are a student of potential, for the Luxon is potentiality incarnate.

You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

  • Skill Proficiencies: Insight, Religion
  • Languages: Two of your choice
  • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Acolyte (Luxonborn)

Your Shelter of the Faithful feature applies to all who venerate the Luxon, and to all who practice the art of dunamancy that the Luxon bestowed upon the world.

Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

Personality Trait

  • I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
  • I am tolerant of other faiths and respect the worship of other gods.

Ideal

  • Change. We must help bring about the changes the gods are constantly working in the world.
  • Charity. I always try to help those in need, no matter what the personal cost.

Bond I would die to recover an ancient relic of my faith that was lost long ago.

Flaw I judge others harshly, and myself even more severely.

rpg/arcydea/characters/rhysa.txt · Last modified: 2021/07/23 22:27 by 173.26.194.44

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