DnD5 Eberron Angel's Breath/Star
To campaign: DnD5 Eberron Angel's Breath
BASICS
NAME
- Star
RACE
- Shifter (swiftstride)
CLASS & LEVEL
- Sorcerer (aberrant mind) 3
DESCRIPTION
- Age: 19
- Height: 5' 6"
- Weight: 130 pounds
- Skin: Light brown
- Hair: Black
- Eyes: One green, one blue
PERSONALITY TRAITS
Traits:
- I refuse to become a victim, and I will not allow others to be victimized.
Bond:
- There’s evil in me, I can feel it. It must never be set free.
Flaw:
- I talk to spirits that no one else can see.
Ideal:
- Selflessness. I try to help those in need, no matter what the personal cost.
ATTRIBUTES
Strength | 8 | Mod: -1; Saving Throw: -1 |
Dexterity | 14 | Mod: +2; Saving Throw: +2 |
Constitution | 14 | Mod: +2; Saving Throw: +4 |
Intelligence | 10 | Mod: +0; Saving Throw: +0 |
Wisdom | 14 | Mod: +2; Saving Throw: +2 |
Charisma | 16 | Mod: +3; Saving Throw: +5 |
Saving Throw Proficiencies
- Constitution
- Charisma
SECONDARY STATS
- Hit Points: 20/20 (3d6 Hit Dice)
- Armor Class: 12 (15 Mage Armor)
- Proficiency Bonus: +2
- Deity: The Green
- Alignment: Chaotic Good
- Initiative: +2
ACTIONS
- Dagger: Attack Bonus: +4; Damage: 1d4 +2; Qualities: Finesse, Light, Thrown (20/60)
- Light Crossbow: Attack Bonus +4; Damage 1d8 +2; Qualities Ammunition, Loading, Two-Handed, Ranged (80/320)
- Frostbite: Attack Bonus +5; Damage 1d6 cold and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.
- Mind Sliver: Intelligence Save DC 13; Damage 1d6 psychic and the target must subtract 1d4 from the next saving throw it makes before the end of your next turn.
RACIAL ABILITIES
- Size: Medium
- Movement: 30 feet (40 feet shifted)
- Languages: Common, Sylvan, Deep Speech
- Other: Darkvision, Shifting
CLASS ABILITIES
- Skills: Deception, Intimidation
- Telepathic Speech: make contact as a bonus action, range 30', range after contact 3 miles, lasts 3 minutes.
- Font of Magic: 3 sorcery points, refresh on long rest.
- Metamagic: Seeking Spell, Quickened Spell.
BACKGROUND FEATURE
- Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
WEAPONS, ARMOR AND TOOL PROFICIENCIES
- Weapons: Daggers, darts, slings, quarterstaves, light crossbows
- Armor: None
- Shields: None
- Tools: None
SPELLCASTING
Spells per level/Long Rest
- 0 level Cantrips: ∞
- 1st Level: 4
- 2nd Level: 2
Spells Known
- 0 level Cantrips: Frostbite, Mage Hand, Mind Sliver, Minor Illusion, Prestidigitation, Light
- 1st Level: Arms of Hadar, Chaos Bolt, Detect Magic, Dissonant Whispers
- 2nd Level: Calm Emotions, Detect Thoughts, Phantasmal Force
SKILLS
- Acrobatics (DEX) +4
- Animal Handling (WIS) +2
- Arcana (INT) +2
- Athletics (STR) -1
- Deception (CHA) +5
- History (INT) +0
- Insight (WIS) +2
- Intimidation (CHA) +5
- Investigation (INT) +0
- Medicine (WIS) +2
- Nature (INT) +0
- Perception (WIS) +4
- Performance (CHA) +3
- Persuasion (CHA) +3
- Religion (INT) +0
- Sleight-of-Hands (DEX) +2
- Stealth (DEX) +2
- Survival (WIS) +4
Proficient Skills:
- Acrobatics
- Arcana
- Deception
- Intimidation
- Perception
- Survival
FEATS
Aberrant Dragonmark
- +1 Constitution
- Learn one cantrip, Light.
- Cast Shield once per short rest.
- When casting Shield, can spend and roll one HD. Even number = gain the number rolled as temporary hp; odd number: a random creature within 30' takes that much force damage.
EQUIPMENT
Encumbrance: 120 lbs / 120 lbs Total Weight Carried: XXX lbs
ITEM | QTY | WEIGHT |
+1 bloodwell vial | 1 | n/a |
Dagger | 2 | 2 lbs |
Light crossbow | 1 | 5 lbs |
Quarterstaff | 1 | 4 lbs |
Traveler's clothes | 1 set | 4 lbs |
Explorer's pack | 1 | 59 lbs |
Belt pouch | 1 | 1 lbs |
Flute | 1 | 1 lbs |
Potion of healing | 1 | 1/2 lbs |
195 gp, 3 sp | - | n/a |
HISTORY
Star was born and raised in a small shifter community in the far western Eldeen, west of the Towering Wood. Her childhood was unexceptional, and her village was mostly peaceful aside from the occasional Droaamite bandit. However, when she was 12 years old and almost grown into her adult height, her life changed forever.
While hunting and exploring with her three younger siblings, Star stumbled across a small farmstead run by a family of humans. Unfortunately for the shifters, the humans were cultists from the Shadow Marches; they tried to capture them all, but Star managed to hold them back long enough for her siblings to escape. She was not so lucky.
Fearing death or worse, she was initially relieved when the humans promised to “enlighten” her, and merely lowered her into a strange shallow stone well carved with alien symbols. Her relief turned to dread when, with the fall of night, something awoke. From beneath the round stone plate at the bottom of the well came sounds. Gurglings and sloshings, unsettling, half-human cries, maddened gibbering and laughter, and a thin, monotonous droning as of ill-played flutes. At first distracting, the sounds soon became absolutely maddening, burrowing into Star’s mind until she could think of nothing else. Her mind whirled with strange ideas, alien visions, and imagined experiences for which she had no words.
She was saved at dawn; her siblings had alerted the adults of her village, and they had returned in force to rescue her and deal with the cultists. They dragged her from the well, alternately screaming and laughing, and comforted her as well as they could. It was three days before she could speak coherently, trying without success to describe the impossible colors, the unthinkable sounds and visions she had witnessed.
She did not emerge from her ordeal unscathed. Though one of her eyes remained piney green, the other was struck a wild and unlikely blue, an uncanny, crystalline hue. She found herself listening for flute music in the wild, for the dry chittering of stars on a clear night, for the slow, dolorous sighing of the moons. Worse still, she developed a strange mark on her left shoulder, a red-purple thing of sinuous lines and dots in a pattern that felt meaningful; it resembled an abstract squid, or perhaps a diagram of no known asterism. It covered her shoulder and upper bicep, the size of a large man’s spread hand. It resembled a dragonmark - or so she thought, having heard the marks described but never seen one - save for its coloration and its eerie pattern.
The experience unlocked something in Star, or perhaps gave her power in return for her lost security. She learned that she could move things by thinking of it, could cast her thoughts to others, and even conjure strange energies. She was a sorcerer, but a very strange sort of sorcerer. When she used her powers, the mark on her shoulder pulsed, warm and cold, like a heartbeat. At times she thought she could hear it whispering in her ear, saying things she could not understand and was not sure she wanted to. Colors seemed different to her now, both brighter and more drab; familiar shapes were outlined with crystal clarity, yet also new to her. In secret, she practiced these powers.
Star kept her mark and her powers a secret from everyone save her parents and one or two close friends. The shifters all knew of the Gatekeeper druids and their age-long battle against the Lords of Madness, and they feared that Star had been tainted by the cultists. At length, when word reached them that a Gatekeeper was coming to their village, Star made her decision. She could not endanger her people, but neither would she quietly submit to the justice of this unknown druid - the Gatekeepers were not needlessly cruel, but they took no chances where such things were concerned. Gathering her few possessions, Star disappeared by night.
She wandered the lands for a year or so, aimless and restless, foraging for food and taking the occasional odd job when she chanced upon a town. Eventually her feet led her to Sharn, the greatest city of Khorvaire, where she decided to try reinventing herself. Perhaps the din of so many thousand lives would drown out the whispers; perhaps in the knowledge of so many people she would find the answers she sought. Perhaps, if nothing else, she could use her powers for good. So she began seeking and spying, learning the hidden truths of the city. In time her curiosity and her talents brought her to the attention of Basher Noggins, an ambitious and open-minded Inquisitive. Noggins took a chance on this uncanny shifter, and she in return has focused her efforts on solving whatever crimes he points her toward.