DnD5 Eberron Angel's Breath/NyephalWuzire

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Nyephal Wuzire


Dragonborn (Custom Origin) (Blue; +2 CHA/+1 DEX)


Level 3 Warlock (Great Old One)


Age: 48
Height: 6'3"
Weight: 265 lbs.
Skin: Blue scales
Hair: Red
Eyes: Gold

Personality Traits[edit]


I always want to know how things work and what makes people tick.


I am grateful to my patron for leading me onto a path where my life has meaning again.


I don't like being reminded of my lack of creativity or the pieces that I "was inspired by" to create.


The truth should always eventually come out.


Strength 8 Mod: -1; Saving Throw: -1
Dexterity 14 Mod: +2; Saving Throw: +2
Constitution 14 Mod: +2; Saving Throw: +2
Intelligence 12 Mod: +1; Saving Throw: +1
Wisdom 10 Mod: 0; Saving Throw: +2
Charisma 18 Mod: +4; Saving Throw: +6

Saving Throw Proficiencies

  • WIS
  • CHA

Secondary Stats[edit]

Hit Points: 24/24 (3d8 HD)
Armor Class: 15 (with Dragon Hide feat)
Proficiency Bonus: +2
Deity: N/A
Alignment: Neutral Good
Initiative: +2


  • Dagger: Attack Bonus: +4; Damage: 1d4+2 piercing; Qualities: Light, Thrown, Finesse
  • Eldritch Blast: Spell Attack Bonus: +6; Damage: 1d10 force; can be invoked with Grasp of Hadar (pulls creature toward caster 10 ft)

Racial Abilities[edit]

Size: Medium
Movement: 30 ft.
Languages: Common, Draconic, Elvish
Other: Draconic Ancestry (Blue): Resistance to lightning damage, 5x30 ft. line lightning breath (DEX DC 12)

Class Abilities[edit]

Otherworldly Patron
Great Old One
Eldritch Invocations
  • Grasp of Hadar: Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
  • Voice of the Chain Master: You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Pact Boon
Pact of the Chain:
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Imp familiar (Yairlec) normally takes the form of a rat.

Background Feature[edit]

Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your 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, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.


Weapons: Simple weapons
Armor: Light armour
Shields: N/A
Tools: Jeweler's kit


Spell attack modifier: +6 Spell save DC: 14 Spells per level/Long Rest: 2/2

Spells prepared

Minor Illusion, Eldritch Blast
Spells (1st level)
Hex, Tasha's Hiedeous Laughter, Find Familiar, Hold Person, Hellish Rebuke


Skill Modifier
Acrobatics +2
Animal Handling +0
Arcana +1
Athletics -1
Deception +6
History +3
Insight +2
Intimidation +4
Investigation +1
Medicine +0
Nature +1
Perception +0
Performance +4
Religion +1
Sleight of Hand +2
Stealth +2
Survival +0

Proficient Skills:

  • Deception (+6)
  • Persuasion (+6)
  • Insight (+2)
  • History (+3)
  • Artisan's tools, jewelry (+2)


Dragon Hide
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.


Total Weight Carried: 120 lbs

Item Quantity Weight
Medallion of Thoughts 1
Arcane Focus (Crystal) 1
Backpack 1
Jeweler's Tools 1
Fine Clothes 1
Common Clothes 2
Dagger 1
Dragonchess Set 1
Feather Token 1
Healer's Kit 1
Hourglass 1
Hooded Lantern 1
Ink (1 oz.) 1
Ink pen 1
Magnifying Glass 1
Oil (flask) 5
Paper 5
Potion of Healing 1
Pouch 1
Robes 1
Sealing Wax 2
Signet Ring 1
Tinderbox 1
Vial 3
Waterskin 1
Gold (36.09 gp)


Nyephal was once a respected artisan of his craft: jewelry. As time went on, he found that he lost inspiration and had come across many bouts of creator's block, which caused his works to become less eye-catching. Other artisans always seemed to know what customers liked, and so he decided to steal the secrets of his competition. When his attempts failed, he sought the next best thing: their thoughts. One day, while going through some occult paraphernalia, he handled a gem and came into contact with... well it called itself ᓭᒷᓵ∷ᒷℸ ̣ ꖎ𝙹⍊ᒷ∷, but Nyephal gave it a more pronounceable name: The Collector. It assumed the shape of a dragon so that it wouldn't accidentally break his mind. The Collector listened to his problems and proposed a deal: it would give him access to its powers, with a medallion of thoughts as a gift. In return, he would have to "commune" with the entity every month and tell it secrets and mysteries he has learned.

It was easy at first; Nyephal learned the secrets he wanted, and he made works that people enjoyed—for a time. After a while, Nyephal came to the sobering realisation that his inspired creations weren't his to begin with. Eventually, he ran out of secrets to tell, and The Collector was disappointed that its conduit was running dry. It suggested ripping him away from this plane of existence to go on a journey with it for secrets elsewhere, to which he pled for more time. Two weeks later he came across Noggins Discreet Investigations. After doing a few reconnaissance jobs for Noggins that eventually led to the arrest of corrupt figures, Nyephal suddenly had a sense of fulfillment that he hadn't felt in a long time. He quit his jewelry trade and became a full-time employee at the agency, finding that spark he lost so long ago. His patron has also been pleased with the new secrets he's learned.