Aryn Kelpeth

In winter of the year 1181 a small bed made of kelp was found along the southern shoreline of Orde, in it lays a small baby Triton all alone in the freezing cold. The baby seemed to have been abandoned and was taken to a nearby orphanage which seemed very excited to foster for such a rare species. And sure they were excited, but for all the wrong reasons... The orphanage was being operated by a group of cultists worshiping the dark ones and their goal was to indoctrinate and train the orphaned children to become their living weapons. As Aryn grew up they trained him in the use of most weapons and he was also granted the power to cast eldritch blast through a deal his teachers made to the dark ones. Meaning that he was granted this spell with no real strings attached, well... not for him anyway.   When Aryn was done with his basic training at the age of 18 he was given his first assignment, to slaughter the unbelievers in a nearby small settlement. When he heard these instructions he realized something, he realized that all the things they've taught him about what's right or wrong are lies. Lies to make him obedient and further their own selfish goals. He went along with his group to the settlement, using everything they taught him to contain his rage and wait for the perfect moment to turn on his former allies. They were about halfway there in the middle of the forest when he decided it was time, in the blink of an eye Aryn drew his longsword and cut down the first member of his team. As the blood sprayed from his shoulder his shark blood began to boil, his pupils dilated and the rest was a blur.   When he came to he was surrounded by the bodies of his team, the scene was gruesome to say the least. After that Aryn decided to wander around Kalkatesh looking for purpose and after about 2 years he found it, he ran in too a group of world wanderers protecting some travelers from a bandit attack along the roads of Dolten. Aryn joined the fight aiding the wanderers and after the battle was done he sat down and talked with them. He was in awe of their noble mission to keep the roads safe and explore the unknown parts of the world and decided to become a member. With a newfound purpose in life who knows what will happen next?

Physical Description

General Physical Condition

Aryn is a Triton in excellent physical condition, having very little fat excess fat and a good amount of muscle. His body is brimming with energy after being affected by wild magic, meaning that you may feel a slight "buzzing" when you touch him.

Body Features

Aryn's skin is pale blue with very discreet scales. They're hard to see unless you're up close. His hair is green due to symbiotic plankton, they keep his hair clean and give him that nice green color. These plankton are very resilient and can be out of water for a very long time, but Aryn tries to water them at the very least daily. He has gills around his neck.

Facial Features

His facial structure is somewhat feminine which in combination with his name sometimes causes people to be confused with his gender. He has two sets of teeth in his mouth just like a shark.

Physical quirks

Aryn is ambidextrous to some degree, preferring the left hand.

Apparel & Accessories

Aryn usually prefers just going with practically, he wears chain mail with some leather armor to somewhat cover the spots not covered by the chain mail. Over that he bears a green cloak with a symbol brooch of the World Wanderers on it.

Mental characteristics

Gender Identity

Aryn identifies as male but finds amusement in people who get confused about his gender and doesn't correct them.

Sexuality

Bisexual

Education

Aryn has received both Martial weapon training and a proper education at his orphanage. This education included but wasn't limited to religion and how to survive in the wild. He was also taught how to hold up facade and make convincing lies, essential skills for any member of a cult.

Morality & Philosophy

Aryn had a dark upbringing in a cult but eventually saw through their lies, this has shackled him with quite a dark outlook on life that he's trying to break free from to become a better person, he very rarely shows these dark emotions. Keeping a facade up at most times but in the heat of battle and especially when he sees blood his true colors emerge, the colors of battle loving demon. He wants to protect the weak and his friends and is more than willing to take a life to do so.

Personality Characteristics

Likes & Dislikes

Aryn likes sweets but dislikes stuff that's bitter. He loves the thrill of the fight.

Vices & Personality flaws

His shark blood makes him see red during combat, he's less likely to spare someone unless someone else stops him and may even attack those who are dead to make sure that they're not simply unconscious.

Personality Quirks

When embarrassed he scratches the back of his head. At the sight of blood his pulse increases and his pupils dilate.

Social

Contacts & Relations

He loves the World Wanderers and considers them all his friends.

Religious Views

Pays lip Service to Iass to help through his struggles but his faith isn't the strongest.

Speech

Aryn is well spoken and was taught the importance of language at an early age.
Species
Ethnicity
Year of Birth
1181 24 Years old
Birthplace
Unknown, presumable in the ocean near the southern border of Orde.
Children
Current Residence
Any World Wanderers Outpost, mainly the Steton Outpost.
Gender
Male
Eyes
Deep, dark blue.
Hair
Lucious and Green
Height
5'9'' | 175 cm
Weight
165 lbs | 75 kg
Known Languages
Common (Grass) & Aquan (Lesser)

Just Another Bug On The Wall - Crystal - Game #4
23/03-2019

Myrlene sent me out together with another Wanderer named Kura Silverglint to clear out a mountain road in Krazax that had been infested by poisonous insects, this infestation bothered the nearby village of Stonewood which could no longer get access to the mountain because of it. On the way there we met Kyrin, a member of the mages guild who wielded powerful weaponry but only really wanted to paperwork, and Nyx, a somewhat weird Tabaxi but she seemed like an alright lass, who were to aid us in our work.   We arrived at Stonewood about 1 hour before noon to meet with our contractor, the bartender Shia, to get additional details about our job. We didn’t get much info of use except for what we already suspected, that they’re poisonous insects, we did however learn that the insect we’re hunting in particular likes to charge its opponents and spew acid. She also gave us cloaks that helped us stay camouflaged in the nearby area, it was nice to be able to sneaky for once without the chain mail getting in the way too much. On our way out a merchant, named Annabelle, who was counting out coin in the corner of the bar caught our eye, we browsed her wares and decided that buying some antitoxin would be beneficial to our endeavour.   We headed out on the northern road and found an abandoned wagon containing jars of honey, its contents was currently being devoured by a swarm of Dusk Crescents, a type of beetle. We decided they were a danger to the road and dispatched them with ease. We salvaged what we could of the honey and pressed on.   Further up the road we encountered a pack of Striped Horrors, a strain of raptors that hunt in packs but not as efficient as most other strains. But in exchange of their lessened teamwork they instead have a stunning poison. They seemed to have trouble biting us for some reason, maybe they were feeling unwell? At any case we managed to dispatch them with ease and I even got some practise with my new magical powers. We managed to salvage some of their meat which would probably make for a nice ingredient.   We finally arrived at the start of the mountain path and it was here that we discovered what we were looking for. A “Spear Horn Beetle“ and a smaller swarm of Dusk Crescents. We swiftly dispatched of the Dusk Crescents before they became a nuisance and then focused our efforts on the Spear Horn Beetle. It charged at us and it even got me with its acid but in the end we defeated it with relative ease. Kyrin took a bad hit but struck it back with all his might dealing a devastating blow to the beetle. Kura got charged but endured the hit before standing back up and stabbing it right trough the head, slaying the monstrosity. We salvaged what we could from the beast and moved on back to Stonewood to claim our reward.   I received 250 gold pieces from a job well done. I bought 5 vials and a shovel from Annabelle. I Salvaged 2 Crafting Tokens. I Salvaged 1 Tier 1 Food Ingredient. +1 MV

Invasion of the Rifts dancing lights - Eme - Game #3
16/03-2019

I was sent out to investigate the recent surges of wild magic in Daborak, joining me in this quest was Jab, a fellow shark triton but of the land variety, Edrint of the Bards College and Lynn the Fire Genasi. We started out by meeting a representative of the mages guild specializing in wild magic who gave us further details on the mission. We were supposed to escort the researcher as he located and closed 2 different rifts that had appeared in the area.   We came to the first rift that was surrounded by a bunch of friendly goats, when he started closing the rift however it had a reaction. The goats were turned in to “Hyper Goats” which we had to neutralize, when they were defeated however they turned back to normal and appeared unharmed. After that the first Rift was closed.   The second Rift was located in a cave filled with goblins, they were however not hostile. They were worshipping the Rift as some form of Deity, they even had 2 priests or shamans which would harness the Rifts wild magic. The leader of their cult appeared and he did not like that we tried to shut down the Rift and thus battle ensued. It was a hard fought battle but in the end we were victorious and the rift was closed. But the wild magic had influenced me greatly by this point, I am now filled with power that’s I can barely contain. I can now cast spells but if I misjudge the power a surge of wild magic will appear and have a random effect. +1 MV

Farm Troubles - Pie - Game #2
06/03-2019

A farm in Krazax was having trouble with rats, I was patrolling the area when I saw a flier asking for help. Joining me was Astrid of the Freemen, Lillith, a Tiefling cleric that followed no diety and the Kobold Uriel.   The rats were extremely agile as they dodged blow after blow but we eventually defeated them, we followed their tracks to a cave where there were rat trainer looking to drive the farm owner out of business. We dispatched them after a hard fought battle and were eventually victorious. Uriel was knocked out but we managed to save him from the grasp of death.   +1 MV

The Keepers of Fire - TaCo - Game #1
02/03-2019

I was patrolling the area in Krazax when I overheard that a small town nearby called Guard Hold was calling out for aid. The city was built around a big fire that never stopped burning, it kept the area warm from the otherwise cold and icy landscape around it. I stumbled upon another Wanderer who had also heard the call for help named Shai Sora, we were also aided by a peculiar gnome named Lewis and a Tabaxi from the shackled legion calling himself “Smokey” (who despite being from the legion seemed like an alright guy).   Our job was to protect the fire from the nightly raids made by the White Ranger and her wolf pack, we searched a bit of clues during the day but found nothing of importance. So we waited until the night, we were stationed at the north-eastern wall because it was the wall that had been hit the most. About 2 hours after midnight an alarm was raised, the south-western wall was under attack. We hurried over there but only managed to defeat some of her wolves before the White Ranger fled. Lewis sent his owl out to track the Ranger as she ran away and we were dismissed for the night.   Come morning the owl returned and we followed it too the snowy stone field where she had made rested for the night, we searched around the area and eventually confronted her. We learned that this was all part of her revenge against the town guards who had murdered her parents, two wolves. I understood her action and was wondering if I would maybe have done it myself where I her shoes, but in the end I decided to fulfil my duty as a World Wanderer to take her down.   When she was defeated the guard captain wanted to execute her, I let him do it since he had every right too exact revenge for all the fallen guards. Lewis however intervened, he tried desperately to spare the Dragonborn Ranger. It was fine until he started threatening the Captain, in which case I had to point my blade towards him. After a lot of arguing and threats he backed down. +1 MV

Tiny Me Stats

Magical Doll Tiny Construct, Unaligned   Armor Class 14 Hit Points 5 (2d4) Speed 20ft.. Str 4 (-3) Dex 12 (+1) Con 10 Int 2 (-4) Wis 12 (+1) Cha 8 (-1)   Damage Immunities poison Condition Immunities poisoned, exhaustion. Skills Performance +1, Perception +3 Senses Dark Vision 60 ft., Passive Perception 13 Languages Can only speak and understand Common through catchphrase CR 0   False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.   Force Shutdown. If reduced to 0 hit points, the Construct falls unconscious but is stable. If struck while unconscious, the Construct begins to make death saves.   Actions Slap. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1) Bludgeoning damage.   Catchphrase. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The set condition can also be a short phrase such as “How are you today” or a sound such as a clap.   Puppeteering. The doll can be activated by touch using an action. If the doll is willing, it allows the creature who activated it full control over its movements. When the doll is controlled in this way, you see and hear through the puppet's senses including its dark vision and continue to do so until you use your action to return to your normal senses and the doll regains control. While controlling and perceiving through the puppet you are blinded and deafened to your own surroundings. Puppeteering lasts for 10 minutes in which time the doll can be activated again as an action, the link is broken after these 10 minutes or if the doll falls unconscious. Puppeteering can be activated 3 times before the doll must recharge over a long rest.

Play - A game ran by Dr Imp

While on patrol I heard rumours of trouble brewing in Orde, I decided it was best to follow the trail and it led me to a theatre. There I met James Hunter, an inquisitor, author and our new employer. A play was being performed on stage of the Kingvale incident, with the actors playing the heroes of Kalkatesh. Watching the play was also Skye Ventus (Arkay), Ker'arn (Jared), Uriel (GeneralGarchomp) and Kaero (Greg). After a pleasant first act there was a long pause, James smelled trouble brewing and we followed him backstage. We learned that the actors has walked out due to disagrements over their pay. We decided to take the role of the actors where we took on a magical costume of the heroes of Kalkatesh. Out on the stage something was wrong however. Shades appeared that we later learned was magically controlled dolls came on the stage and we had to defeat while staying in character, if we failed to stay in character we would receive some kind of shock to the mind. After defeating the shades a voice was heard throughout the theatre. The hag was commending us in our performance and that she wished to see us again. The crowd of the theatre seemed to have been under some kind of enchantment and remembered only seeing a good play.   The next day James had followed the trail to a underground tavern/club. A musical band had been hired to play there and this time we decided to go as the band. It was a tavern filled with warlocks and what we later learned to be changelings who owned the establishment. The changelings were spawn of the hag we were hunting. Eventually our cover was about to be blown and we had to take action. We had learned the masks of the warlocks kept them subjugated to the hag so that's what we did. We killed two of the three changelings and managed to knock out the last one. The Ordesean authorities came in to aid us and we rounded up all of the victims and perpetrators. Further inside the club was a hideout with dark rituals relating to nightmares and a map detailing different points of interest for the hag. With some investigation we found her lair and on our way there we found out that James had been captured by the hag.   Her lair was inside an old puppet shop, the basement of the shop contained a set of peculiar dolls. Dolls in likeness of ourselves that we could transfer our concious too. Inside the basement a puzzle was also awaiting us, a set of doors that could only be opened inside a tiny dark tunnel that our dolls could fit through. When a door opened a dark smokey creature appeared that Uriel dispatched with an area of holy light. We eventually made our way through and it was here that we finally came face to face with the hag, Camila Cruelnight the Disquietude. She was out seeking revenge for her fallen sisters and a hard fought battle ensued. It was a long and tiring battle but eventually we won. Skye Ventus had died but we managed to save him and bring him back in the nick of time through the use of Ker'arns diamond dust. This battle taught me that I still have a long ways to go, once again I was left standing with my allies brought down to their knees. I need to grow stronger so that this doesn't happen again...

Special Crafting Method:

Darkfire Treatment   Type: Ritual   The black flames of Dolten burned within the Hallowed Ground. The sight of the red tree being scorched by such twisted flames bare heavy in one's mind.   Process A ritual is done, drawing the necrotic energies forth from something that contains such an essence. Care must be taken to treat a piece of nature with such energies, drawing forth quite possibly a crime to nature itself as its form twists and churns into a new shape. Without caution, nature can wither and die before such energies. This must be used in an item with both a material with the Nature effect and a separate material with the Necrotic effect, and both must be of Superior Quality or better.   Result The item gains a 10% chance to fail, which only destroys the material used for the Nature effect. Effect One of the two effects are guaranteed to occur: - Fire within a number of feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute. - Temporary Lifesense being granted.   Limit Magnitude of the effects applied are limited to the rarity of the item as normal. This special method can only be used once per recipient.

Duel 1 - vs Mavos
12th of Azen, 1204

After a rather fruitless meeting at the crimson citadel I decided to head to Sanguine Silence arena to find a spar partner. I was fully prepared, wearing my shining white masterwork plate armour, my commanders crown and my white wolf cloak bearing the mark of the World Wanderers, my faction. It was here a familiar drow approached me, he had previously assisted me in rescuing a sick griffon back in Krazax. He was holding a weird staff that had a mask of fear and one of insanity on it, but such artifacts aren't too out of the ordinary for a witch of Dolten. With both of us donning a smile, one a facade and one of wickedness, we started the duel.   Mavos jumped back shot out two eldritch blasts, I dodged one but the other hit and knocked me back. Feeling the exhiliration of battle once more my blood began to rush and I sprang forth trying to close the distance between us, while I ran towards I conjured forth two spears and shot them at my foe. But only one struck for minor damage whilst the other missed. He was obviously telling me to stay away with his actions so I yelled out that I would come closer. Normally yelling in Dolten is a death sentence, but this arena has a blessing that snuffs out the noise so that it doesn't escape the building. The yelling seemed to have thrown him off as he missed with both of his eldritch blasts, but he managed to put a hex curse on me.   In combat it's do or die, so I pushed myself and finally managed to catch up and circled around him as I got two solid hits in with my longsword. But he wasn't done running away yet, I thought I could expose the opportunity but some mysterious force caused my blade to be deflected. And that misfortune was turned to his luck, as a another beam blasted me back. But that wasn't all, his staff had done something as this time I didn't just take damage from being pushed back but also a sharp pain in my mind. Fear was trying to creep in but I was not deterred.   After this things got a little blurry... My inner demon must have shown itself as my shark heritage reacted to the sight of blood. A powerful surge of primal energy healed my wounds and empowered my spear as it pierced my opponent. But he was still not defeated. He commanded my efforts and slammed his staff in to the ground, at that moment my vulnerable mind affected by whispers telling me to run. And that's what I did as the splitting headache became worse.   In an act of determination to win I tried letting loose my magic, but the surges of wild magic was too much for me to properly control. My chaos bolt was supercharged and knocked Mavos in to critical condition. For a moment I fell to my knees in exhaustion after having spent all that energy, but I had to save my sparring partner. I called out to him with my commanding voice to hang in there and his resolve was boosted enough to put him out of danger and go beyond his limits.   Mavos is a smart man and wishes to protect Dolten. I have now felt his strength first hand and now I can count on him when it counts.

The missing package - NotSoShort -RP Event #1
07/07-2019

I was strolling around the Orde market after having just been at the white pantheon temple to convert to the seven when a young lad caught my attention, he was spreading the word that an old lady named Eugenia Cowel who runs a general store was in need of assistance.   I decided to lend my strength and met 6 other who also answered the call: Orkan - An orc running the a newsletter called "da bloody newz", I have read those before and he is quite talented at entertaining at the very least. He was also a Paladin following "some god", my guess is that he's following someone in the black pantheon. He didn't respond to the code phrase. Dust - A gray kobold, he seemed a little sheepish but I can't blame him. Dolten is a cruel place to grow up in. His heart is in the right place. Uvo - A strange halfling, almost seemed a bit... feral? A bit similar to what happens when I see too much blood. Tarkus - Another orc, this one seemed a bit less of a goofball. Military background and a prosthetic leg. Fritz - A tinkering gnome, clever and cunning. Seemed a bit obsessed and had a scattered mind but a good and smart person nonetheless. Varen - A cautious man who responded to the cultist code phrase. Will investigate further after the job is done.   We investigated around the area and eventually was told of suspicious activity around the city gates. There we found scraps of paper wrapping from the package we're looking for leading out of the city, a child told Orkan that a monster was carrying crates out of the city. The child has an active imagination but the trail did leave to a forest outside Orde. We followed footsteps and broken branches leading to a river, on the other side behind a rock we found the package, which was a bunch of groceries thrown around the place. The thief was no where around, we decided to simply deliver the groceries back as asked. The only thing missing from the groceries were the fish which is odd but Eugenia didn't seem to mind. We got paid 50 gp for the trouble. 1 MV Gained.

Aryn Kelpeth

Triton Race
Orde/In Plain Sight Origin
Battle Herald Fighter 6 | Wild Magic Sorcerer 5 | Hope Cleric 1 | Level 12 Class & Level
Chaotic Good Alignment
The Seven Deity
World Wanderers Faction
Ambassador Rank/Position
29 Loyalty
The Cerulean Vanguard Company

Strength 18
+4
Dexterity 13
+1
constitution 14
+2
intelligence 13
+1
wisdom 13
+1
charisma 20
+5
Total Hit Dice 2D10, 1D6
Hit Die
1d10+2
+4 proficiency bonus
+8 Strength
+1 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+1 Arcana
+8 Athletics
+9 Deception
+1 History
+1 Insight
+5 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+5 Nature
+5 Perception
+9 Performance
+9 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills

 
76
MV
3
Prestige
3
Attunement Slots
21
Armor Class
109
Hit Points
+1
Initiative
30
Speed
Weapon/AttackAttack RollDamage
Longsword 1d20+6 1d8+5
Eldritch Blast 1d20+6 1d10
Chaos Bolt 1d20+6 1d8+1d8+1d6
Attacks
Skill Proficiency: Athletics, Deception, Nature, Perception, Performance, Persuasion, Religion, Survival.

Tool Proficiency: Ranger Stones (WoWa), Cartographer's Tools (WoWa) & Alchemist's Supplies (Academy).

Languages: Common (Grass) (From Triton), Aquan (Lesser) (From Triton), Sylvan (Moon) (From Academy)
Proficiences
Cantrips:
Eldritch Blast, Guidance, Light, Mending, Prestidigitation, Shape Water, Sword Burst, Thaumaturgy

1st level Slots: 4
2nd level Slots: 3
3rd level Slots: 2

Sorcery Points: 5

Sorcerer Spells Known: 5
1st: Chaos Bolt, Expeditious retreat & Shield.
2nd: Blur & Misty Step.
3rd: Fireball.

Spells Prepared: 2
Bless, Create and Destroy Water, Healing Word and Heroism.

Metamagic:
Quickened - Casts spells as a bonus action. 2 Sorcery points.
Subtle - Cast without Vocal and Somatic components. 1 Sorcery point.
Spellcasting
Carrying Weight: 173 / 270

Equipped
Masterwork Plate Armour - 65 lbs
Commander's Crown (Attuned)
Cloak of the Blizzard's Pack
Shield (Holy Symbol of the Seven) - 6 lbs
Fiends Bane - 3 lbs
Warhammer - 2 lbs

Bandolier #1: Potion of Superior Healing, Potion of Greater Healing, Potion of Superior Healing
Bandolier #2: Potion of Growth, Scroll of Magic Missile, Scroll of Feather Fall

Resources
Gold: 1,515.5
Crafting Tokens: 92

Blueprint
vJewellery

Pet
Trained Giant Owl - Large Breastplate Barding

Tools
Cartographer's tools - 6 lbs
Climber's kit - 12 lbs
Ranger Stones
Healer's kit (10/10) - 3 lbs
Shovels - 5 lbs
Crowbar - 5 lbs
Magnifying Glass
Woodcarver's Tools.
Calligrapher's Supplies

Adventuring Gear
10x Caltrops - 2 lbs
4x Oil Flasks - 4 lbs (4 x 1 lbs)
5x Holy Water Flasks - 5 lbs (5 x 1 lbs)
50 feet of hemp rope - 10 lbs

Backpack - 5 lbs
Bedroll - 7 lbs
Mess kit - 1 lbs
Waterskin - 5 lbs
Traveller's Clothes - 4 lbs
5x Vials
Guiding stone

Consumables
Potion of Greater Healing
Potion of Superior Healing x5
Potion of Supreme Healing x3
Potion of Growth x2
Potion of Fire breath
Potion of Climbing
Potion of Invisibility x1
Potion of Invulnerability x3
Potion of Heroism x2
Elixir of Health

Scroll of Bless x10
Scroll of Create and Destroy Water x3
Scroll of Detect Magic
Scroll of Cure Wounds
Scroll of Healing Word
Scroll of Lesser Restoration x2
Scroll of Chaos Bolt
Scroll of Magic Missile
Scroll of Feather Fall x2
Scroll of Protection from Good and Evil x2
Scroll of Shield of Faith
Scroll of Charm Person

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Commander's Crown
Minor Very Rare. Attunement Attuned
Increase the amount of temporary hitpoints you gain from the inspiring leader feat by 10.
Whenever you use the Commander's Strike Maneuver, the bonus damage your ally recieves is also added to one of your attacks.
Whenever you use the Rallying Cry ability you increase the healing you and your allies recieve by an additional 5.
You also gain an additional use of Second Wind.

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Cloak of the Blizzard's Pack
Wondrous Cloak - Major Uncommon
A white cloak made from the pelt of an ice wolf, the hood of the cloak is designed to look like a wolf's head. It is slightly cold to the touch and in particularly hot areas steam can be seen emanating from it.
While wearing this cloak, Cold damage you take is reduced by 1.
[Base Material, Enchantment]
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Fiends Bane
Longsword - Rare
+1 Acid damage
A steel blade black as coal made by a battle-loving Triton. At the hilt is a soft, white flame, warm to the touch, but not unpleasant. As the sword is swung the heat of the flame increases and the fire begins to run along the blade.

As a bonus action, you can cover this weapon with small white flames. For the next minute, attacks made with this weapon deal an additional 1d4 fire damage. If the target is a Fiend, you can choose to deal radiant damage instead. You can use this ability twice, with both uses replenishing at dawn.
[Base Material, Adornment]
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At the start of each mission choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:
  • Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.

  • Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.

  • I gain 3 of the chosen ammunition type.
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    Tranquility Lake
    +2 Masterwork Shield - Minor Legendary (90 Days, 9,000gp) - Attunement - Attuned

    A smooth stone shield coated in a layer of water that sticks to its surface. The water reflects the user's mood; for example, it becomes warm and full of erratic movement when the user is angry or cold and tranquil while the user is calm. The water can also be manipulated somewhat freely by the user, like form wave patterns, make different shapes and turn to ice or steam.

    Your Charisma score is increased by 4, up to a maximum equal to your ability score cap.

    Cleansing Bubble: As a bonus action, the water on the shield expands into a bubble encompassing a 5 foot radius around the user for one minute, granting the following abilities:

  • All creatures within the bubble are immune to fire damage and resistant to cold damage.
  • When Cleansing Bubble is activated, all allies within 5 feet of you receive 5 temporary hit points.
  • Any enemies within 5 feet of you when Cleansing Bubble is activated must make a DC 17 Strength save or be pushed 5 feet away from you.
  • An enemy may attempt enter the space of the bubble by succeeding a DC 17 Strength Check. This check can be performed once per turn.
  • The area inside the bubble is difficult terrain for enemies.

  • This ability requires concentration to maintain. You can use this ability twice, regaining all spent uses after completing a short or long rest.

    Purifying Waters; You can use your action to cast remove curse at 3rd level on either yourself or an ally within 5ft. If you remove a curse in this way while Cleansing Bubble is active, the magic is dispersed into the bubble's water, healing all allies in the bubble for 1d8 + your Charisma Modifier and dealing all enemies in the bubble 2d8 necrotic damage + your Charisma Modifier. You can use this ability twice, regaining all spent uses after completing a long rest.

    Tentacle Lash: As an action, a watery tentacle lashes out at a target within 15ft. The target must make a DC 17 Dexterity saving throw. On a failure, they take 3d10 bludgeoning damage and are pushed back 10 feet. On a success, they take half the damage and are not pushed. You can use this ability three times, regaining all spent uses after completing a long rest.

    [Base Material, Adornment, Enhancement, Spell Invocation x2, Special Crafter]

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    A Dark Message
    Crafted by Aryn Kelpeth
    Wondrous (Ring) - Major Rare (2,000gp, 20 Days) - Attunement (Attuned)

    A thorny ring made from the dark red wood of a hallowed tree in Dolten that's been scarred by the horrors of the Darkfire Sentinel. Silloways hallow ground still lays there in the pale fields, burned. This ring was made as a reminder of that failure and to do better moving forward.

    Dark Message. As an action you can send a 5 word message to a creature who you know the name of and have physically met before. This message is read aloud in their head in your voice and the creature knows you sent it. This message can travel great distances, but has a 20% chance to fail if sent to a different plane of existence. You can do this 10 times, regaining all uses after finishing a long rest.

    Hope From Blood. This item contains 5 charges. As an action when you are within 30 feet of a friendly creature, you can expend 1 or more charges to restore 1d4+1 hit points per charge spent. You regain all expended charges after finishing a long rest.

    Sinister Flames. Fire within 10 feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute. This time starts as soon as you are within range.

    The Flames of Life. As an action, you can use this effect to gain lifesense out to a range of 10 feet for 1 minute. You can use this feature twice, regaining both features after finishing a long rest.

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    Rustgill Spore Spear
    Tier 3 Mission Reward
    +1 Spear - Very Rare (5,000gp) - Attunement

    This Russet mushroom Spear still sprinkles spores when roughly shaken.

    Mycology. +2 to Nature Checks

    Fruiting Spores. Once per long rest, a creature that you strike with a spear sprouts russet mushrooms all over their body, providing a -2 penalty to AC for 1 hour.

    Sickening Spores. On a Critical hit with this spear, you remove a creatures immunity to the Poisoned condition, poison damage, and resistance to poison damage for 1 round.

    Accelerated Decomposition. 3 times per a long rest, a mundane organic object damaged by your spear takes a -3 penalty to their relevant usage. This only effects attended objects if they are specifically targeted and will not work in conjunction with Fruiting Spores.
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    At the WoWa outpost (Anything under this is stored at his quarter in the Dolten Outpost)
    Revenant Hydra Head (Trophy, no mechanical benefit)
    Shark plushie (Given to him by Laylat)
    Angler fish plushie (Also given to him by Laylat)

    An envelope containg parchments describing Aryns story.



    Equipment
    World Wanderers
    Faction
    Razzle Dazzle
    Stat Array
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    | Orde - In plain sight |
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    ASI: +1 Charisma.
    Skill Proficiency: Deception, Religion.
    Warlock Cantrip: Eldritch Blast

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    | Race Features |
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    ASI: +1 Strength, +1 Constitution and +1 Charisma.
    Swim Speed: 30 feet.
    Amphibious: You can breathe air and water.
    Darkvision: 60 feet dim light counts as bright light and 60 feet of darkness counts as dim light.
    Languages: Common (Grass), Aquan (Lesser).

    Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

    Guardian of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

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    | World Wanderers |
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    Primal Surge: As a bonus action you heal yourself for 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Healing is in her blood: Whenever you would be healed by a spell or the Healer feat you are healed for an additional 3 hit points.

    Ambassador
    +5 HP

    Loyalty benefits
    -Advantage on survival checks to track humanoids.
    -I can scavenge for food in even the most desolate of places, I can find enough food to feed myself and two others.
    -I ignore non-magical difficult terrain.
    -I gain proficiency in Survival and Nature. If I already have proficiency in one of the skills I instead gain +2 to that skill (Survival)
    -I can cast Beast Bond and Water breathing once per long rest.

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    | Feats |
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    Inspiring Leader: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

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    | Battle Herald Fighter |
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    Fighting Style - Dueling: 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.

    Second Wind: 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.

    Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Rallying Cry: At 3rd level, you learn how to inspire your allies to fight on past their injuries.
    When you use your Second Wind class feature, all allies that can see or hear you within 60 feet heal an equal amount of hit points that you healed.

    Expanded Tactics: When you choose this archetype at 3rd level, you learn other methods to deal with conflict.
    You gain proficiency with the Persuasion and Performance skills.

    Level 4 ASI: Inspiring Leader feat

    Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Level 6 ASI: +1 Strength and +1 Charisma.

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    | Wild Magic Sorcerer |
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    Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Sorcery Points: 3
    Can be used to create spell slots. The price for a spell slot is the level of the spell slot x2.

    Metamagic:
    Quickened - Casts spells as a bonus action. 2 Sorcery points.
    Subtle - Cast without Vocal and Somatic components. 1 Sorcery point.

    Level 4 ASI: +2 Strength.
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    | Hope Cleric |
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    Church boon: +1 Strength.
    Lip Service: Survival.

    Inspired Mind: Choose one of the following: Saves, Skills, or Attacks. You gain +1 to all rolls of the selected type. You may change this selection after a short rest. At 8th Cleric level this increases to +2 and at 16th Cleric level to +3.

    Glimpse of Ambition: You may choose an ally as a bonus action once a round. Until the beginning of your next turn, they gain the benefit of your Inspired Mind ability. You may extend this duration to one minute at the cost of forfeiting the bonus to yourself for the same duration. This effect may only be active on one ally at a time, though you may end it early by using the ability again.



    Class/Racial Features & Traits

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