DnD5 Eberron Angel's Breath/NyephalWuzire

From RPGnet
Revision as of 11:55, 23 March 2021 by SirMoogle (talk | contribs) (Filling in half of character sheet)
Jump to: navigation, search

To campaign: DnD5 Eberron Angel's Breath

BASICS

Name

Nyephal Wuzire

Race

Dragonborn (Custom Origin)

Class

Level 3 Warlock (Great Old One)

Description

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

Personality Traits

Traits:

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

Bond:

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

Flaw:

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

Ideal:

The truth should always eventually come out.

Attributes

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

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

Actions

XXX: Attack Bonus: XX; Damage: XdY +M; Qualities: XXX, XXX

Racial Abilities

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

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.
  • Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
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 normally takes the form of a rat.


BACKGROUND FEATURE

XXX

WEAPONS, ARMOR AND TOOL PROFICIENCIES

Weapons: XXX
Armor: XXX
Shields: XXX
Tools: XXX

SPELLCASTING

Spells per level/Long Rest

0 level Cantrips: XX
1st Level: XX
2nd Level: XX

Spells prepared

0 level Cantrips: XXX
1st Level: XXX

Skills

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 +1
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)

Feats

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.

EQUIPMENT

Encumbrance: XXX lbs / XXX lbs Total Weight Carried: XXX lbs

ITEM QTY WEIGHT
XXX XX XXXlbs

History

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 Discrete 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.