Edrint Harant

Edrint Harant

Physical Description

General Physical Condition

Average

Body Features

Gray skin, silver hair, and golden eyes

Facial Features

Handsome

Identifying Characteristics

Look at body features

Physical quirks

Right handed

Mental characteristics

Personal history

Never got to meet his parents as the paladins noticed his celestial herritage. Had a very religious childhood, was tempted by his patron who is a hexblade(warhammer), the paladins threw him out, and since then he has disliked paladins.

Gender Identity

Male

Sexuality

Heterosexual

Education

Was educated since he was young by the paladins in Orde.

Employment

Member of the bards college

Mental Trauma

Every time an ally goes down he will remember Yanick who he had a chance to save, but hesitated for a second too long to save him.

Intellectual Characteristics

Casual sarcasm

Morality & Philosophy

Look for knowledge Keep your allies safe be openly sarcastic and spitefull to paladins.

Personality Characteristics

Motivation

Amassing as much knowledge as possible

Likes & Dislikes

Likes: books, sarcasm, snarky remarks, jokes,the bards college.   Dislikes: paladins.

Personality Quirks

Can't keep the sarcasm down.

Hygiene

Keeps himself clean
Current Location
The Krazax bards college
View Character Profile
Alignment
Neutral Good
Children
Gender
Male
Eyes
Golden
Hair
Long flowing silver
Skin Tone/Pigmentation
gray
Height
6.0
Weight
160
Known Languages
Common(grass), Celestial(angel)

Oliverrew

Protector Aasimar Race
Orde/Paladin in training Origin
Hexblade 10 Class & Level
NG Alignment
Inca Deity
Bards college Faction
Member Rank/Position
33 Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 12
+1
intelligence 10
+0
wisdom 12
+1
charisma 22
+6
Total Hit Dice 9d8
Hit Die
1dd8+1
+4 proficiency bonus
+0 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+10 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+10 Deception
+4 History
+1 Insight
+6 Intimidation
+0 Investigation
+5 Martial
+0 Medicine
+4 Nature
+1 Perception
+6 Performance
+6 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
49
MV
1
Prestige
2
Attunement Slots
20
Armor Class
68
Hit Points
+1
Initiative
30
Speed
Attacks

Proficiencies


Origin proficiencies


-Orde: Religion
-Paladin in training: proficiency in martial

Race proficiencies


-Aasimar: No proficiencies

Class proficiencies


-Weapons: simple weapons, martial weapons

-Armor: Light armor, medium armor, shields

-Hexblade Skills Chosen: Proficiency in Deception, History.

Faction proficiencies


-Bards college: Woodcarvers' tools, Painters tools, Lyre, Pan flute.

Lip service


-Inca: Nature
Proficiences

Pact magic


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

Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Currently DC 18

Spell attack modifier = your proficiency bonus + your Charisma modifier. Currently +10

Cantrips:


Eldritch blast
minor illusion
Chill touch
Light
Green Flame Blade
Friends

1st level spells:


Hex
Comprehend language
Hellish rebuke

2nd level spells:


Branding smite
Invisiblilty
Hold person

3rd level spells:


Blink

4rd level spells:


Banishment
Dimension Door

5th level spells:


Cone of cold

Bardic Spellcasting:


-CHA is the casting stat.
-They can't be used in Crafting
-They don't count as having the Spellcasting Class feature
-They can't be cast with other slots of Bard Spells
-You Learn at 3 Loyalty: + Cantrip, 5 Loyalty: + 1st Level Spell, 7 Loyalty: + 1st Level Spell

Cantrips:


Vicious mockery

1st level spells:


Healing word(1/LR)
Sleep(1/LR)
Spellcasting

Equipment


Weight 272/150


Consumables


-3 potions of necrotic resistance
-1 superior healing potoin(8d4+8)
-9 Healing potion(2d4+2)
-2 greater healing potions(4d4+4)
-potion bandolier(greater healing potion x 3)
-potion bandolier(healing potion x 2, superior healing potion x1)
-Healer's kit (7uses)

Magical items


Attunement


-Gauntlets of the Cursed One:Gauntlets - Minor Rare (1,200 gp) - Attunement: Warlock of the Green Pantheon The wearer of these gauntlets has their Hex spell empowered by the powers of the Green Pantheon. When you hard cast the Hex spell, you can impose disadvantage on a second chosen ability. If you choose the Strength ability, you can expend the power of these gauntlets to restrain the target as a bonus action as grass and weeds appear from the ground to inhibit it. While you maintain concentration on your Hex, you maintain the restrained condition on the target. A creature restrained in this can use its action to make a Strength check against DC 15. On a success, it frees itself. The restrained condition does not transfer to a new creature if the previous one dropped to 0 hit points. You can use this ability once before finishing a long rest.

-Lord's Guidance
Being crafted by Edrint Harant
Crown (Wondrous) - Major Rare (2,600 gp, 26 Days) - Attunement

A crown decorated with a brilliant sun trinket, symbolizing a lord, and weapons and shields symbolizing the people whom he leads. The crown gives of a comforting aura and a radiant glow

This crown provides a 10 foot aura around you with the following effects:
• Allies in the aura gain a +2 to all Charisma-based skill checks.
• Allies gain advantage on the first death saving throw made while in the aura once per short or long rest. Additionally, any ally that rolls a 20 on their death saving throw as a result of this effect regains 1d12 health. Creatures can only be affected by this once per short or long rest.
• When you or an ally within the aura scores a critical hit on a roll of 20, or lower via other features, you regain 2 hit points. You can regain up to 20 hit points in this way, and this counter resets when you finish a long rest.

[Base Material, Enhancement, Adornment, Special Crafter]

Piercing Void
Dagger - Minor Very Rare 3,200 gold - Attunement required

+1 Dagger

A dagger fashioned out of a fang of a fearsome void manipulated beast. The tooth shifts colors from magenta, blue, white, green, and orange.

Go for the Throat: As part of the attack ation with this weapon you may channel energy into the attack. Your arm takes the shape of a void wolf’s muzzle and you deal an additional 1d6 acid, fire, cold, or lightning damage with attacks from this weapon

Aspect of the Hunt: You are filled with the bestial instinct. You gain +2 to perception checks.
[Base Material, Enchantment, Enhancement]

Unattunement


-Badge of bardship: Membership in the bards college is marked by a badge carried by every member. this badge not only marks them with authority as a historian, but may also assist in granting the bard access to certain restricted places. Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.

-Artifact Piece (recorder cube): A device that can be used to record up to 5 seconds of any sound. Holds until long rest. Infinite Uses. Once per long rest, you may sing into the box to record a mesmerizing song. You may then throw the box up to 20ft and turn it on as an action. Any creature that is within 10ft of the box must make a saving throw equal to 8 + Prof. + Cha mod of singer. On failure, the creature has disadvantage with attack rolls, saving throws, and skill checks so long as they remain near the box. A creature who passes this saving throw is immune to its effects for 24 hours. The box continues to play for 3 rounds until it stops.

-Spiraling Retribution: Phoenix Flame
Corrupted +2 wooden Shield - Major Very Rare (5,940 gp, 4,640 gp upgrade)

The shield has an aura of intense, white heat. When activated, a phoenix of dark purple flames forms around the wielder.

Red-Hot Reckoning: The shield can hold up to 10 charges. A charge is gained when you are targeted by an enemy's attack. Half of the charges are lost at the start of your turn if you were not hit by an enemy's attack since your last turn. All charges are lost when the shield is no longer wielded, or at the end of a combat encounter. As more charges are accumulated, the blaze of the shield grows more intense.

Shapeless Defense: When an enemy makes an attack with a melee weapon against you, you can spend 2 charges to use your reaction and dissolve your shield into liquid flame that morphs around the weapon. This catches it, rendering the weapon and the shield's AC bonus unusable. Attempts to move by you or a creature holding the weapon require opposed Athletics checks to drag the other, and such movement is at half speed. The weapon can be pulled from the shield with an action by succeeding on a DC 16 Athletics check. The weapon automatically comes free if you use your bonus action to do so, if you're no longer wielding the shield, or the shield no longer holds a charge. Only one weapon can be caught at a time.

Sparking Reflection: When an enemy's melee attack made against you hits, the attacker takes fire damage equal to half the number of charges the shield holds. If the attack would meet your AC, they take 1d4 fire damage a number of times equal to half the charges instead.

The Smell of the Game: If you drop to 0 hit points, this ability activates if the shield holds at least 1 charge. You remain conscious while at 0 hit points as long as the shield holds at least 1 charge, but 1 charge is lost at the end of each turn (not just your own). You can move and take actions as normal, but you also make death saving throws as normal. Once this ability has activated, it does not do so again until the next dawn.

Scorched Defense (Corruption): During combat, you can use an action to set your shield on fire for 1 minute. During this time, you gain resistance to fire damage, but take 3 fire damage at the start of each of your turns that ignores resistance. Additionally, whenever a creature within 10 feet of you hits you with a weapon attack, they take 1d6 fire damage that ignores resistance. This ability does not damage the shield, it ends early if you are no longer wielding the shield, and it can only be used once per combat encounter.

This item's effects cannot include areas of effects, only a single target at a time.

[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation x1]

-Bed socks: Wondrous (Socks) - Common (100gp)

Socks made of wool, for the worthy and the comfy.

As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.

[Base Material]

-Stick of Returning: Wondrous (Stick) - Common (150gp)

It's a stick. It's a good stick. Looks good to chew on, if you're a dog.

When the stick is thrown, the thrower is disoriented for a moment, and the stick disappears. After 1d4 hours, the stick randomly appears in front of the thrower's feet.

A creature that can see into the ethereal plane can see an ethereal golden retriever that follows the stick and its holder wherever they go, and when the stick is thrown, the puppy goes on a small adventure with it before returning it to the thrower.

[Base Material]

-Dog Whistle: Wondrous (Whistle) - Major Uncommon (1000 gp)

This worn dog whistle hangs from a tattered well-used hemp rope necklace. The metal has an unusually shiny polish however, and an etching of a dog on the side

Man's Best Friend. While wearing this whistle, you gain a +1 bonus to Wisdom (Animal Handling) and Charisma (Persuasion) checks against beasts when not in combat.

This item is Glorybound.

general items and gold


Gold: 6562.
50 Gold=1 pound

-Arcane(focus): weight 1
-Fine clothes: weight 6
-Scholar's pack: weight 10
-Painters supplies: weight 5
-Woodcarver's tools: weight 5
-Pan flute: weight 2
-Lyre: weight 5
-Shield: weight 6
-Mace: weight 4
-Warhammer: weight 2
-Half-plate: weight 40
-Masterwork shield

Crafting


-Crafting tokens: 48

Crafting rituals/Special crafting methods


Name: Spectral Grasp
Acquired from: Research
Type: Sequence Ritual

Process:
Must be used in a wondrous or armor item, with a necrotic, soul or spirit material, and have two materials. One flawless, and one superior.

Result:
As normal

Effects:
Guarantees ghost-touch as one of the item effects, the ability to interact with ghosts or similarly ethereal creatures physically.

Equipment
Bards college
Faction
Specialist 17cha/12dex/12con/11wis/10str/10int
Stat Array

Features and traits


Origin


-Orde: Ordeans are all born with the ability to debate and convey their points in the most efficient manner possible. You gain a +1 to Charisma

-Paladin in training: You have learned to strengthen yourself versus evil foes. Whenever you deal damage to an evil creature, you deal 1 additional radiant damage.

Race


-Protector Aasimar ASI: Charisma +2, Wisdom +1

-Darkvision: 60 feet

-Celestial resistance: You have resistance to necrotic damage and radiant damage

-Healing hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

-Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

-Radiant soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Class


-Hex warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

-Hexblade’s Curse: Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. You can’t use this feature again until you finish a short or long rest.

-Pact boon: Pact of the blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

-Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

-Armor of Hexes: At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Invocations


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

-Improved pact weapon: You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

-Thirsting Blade: Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

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

-Maddening Hex: As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Feats/ASI


-4th level +2 charisma

-8th level: Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

-If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

-If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Others


-Bards college ACI: Charisma +2; This boosts the maximum of an ability score but not the score itself.

-Loyalty 33: A salary increase of 5 gold from downtime day jobs(maxed at loyalty 5) - +5 increase to HP(maxed at loyalty 5)
Class/Racial Features & Traits

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