Uriel

Uriel (a.k.a. Sandwich Gremlin)

Mental characteristics

Personal history

Uriel was born in a rather small warren in the Jungles of Khao, everyone knew everyone and they all pitched in to raise young. As a child Uriel was incredibly outgoing and curious. His best friend Jegu was the intelligent and charismatic son of the chief. They were partners in crime and got into a lot of trouble in the warren growing up. There were many jobs in the warren and each had a teacher who teaches those who chose that profession, in the warren they chose their job 1 year before becoming an adult. They are taught the trade and when the year is over they are considered an adult. Uriel himself was mainly a forager as he loved to explore and the dangers that sometimes came with it, his best friend Jegu was more of a scholar. There was only one person to teach the path of the scholar was the village elder while he was not the chief, he was the most respected aside from the chief. Around the time they reached the time they would be considered adults and they would choose which job they'd do for the rest of their life, tensions between their tribe and another among other outside forces grew heavier. It grew to the point where Uriel begged and hounded Jegu, who was studying under the elder, to help him use an relic the two found hidden under the “library” which was really just the elder’s home. Not much was known about the artifact other than it was dangerous and wielded incredible power, only the elder really knew anything about it. After hounding Jegu for months, pleading as the outside conflicts were quickly rising, Jegu finally agreed and they started to perform the ritual to activate the relic. The true meaning of the ritual was lost to time partly due to the often short lifespan of Kobolds and it having been under each elder’s guard for countless generations. It was not as they thought it was, it wasn’t a weapon but a prison for something. A creature burst free from the relic, seemingly made from pure shadow. The creature released devastated the warren leaving only Uriel, Jegu and the elder. The beast was only resealed due to the sacrifice of Jegu and the elder and even then it killed them. The result was the creature being resealed into a spear, and bound to Uriel. After the incident Uriel wandered the city of khao for a while doing odd jobs, including foraging for food and reagents in the jungles below unsure what to do at first, but after a few days Uriel remembered the teachings of the seven, the stories of how they saved all of creation, and that one of them was a Kobold. Reinvigorated and hope reinvigorated, Uriel looked to the future in hopes of somehow righting the wrong of that day, and he started his career as an adventurer hoping to do good as he was sure Jegu would have.

Failures & Embarrassments

has gotten yeeted by a bunch of rats. Also fukin causing the death of his family and friends. The failure of his mission in the grasping thicket.

Mental Trauma

the loss of his family and friends, along with that which gave him his power.

Morality & Philosophy

has trouble truly making friends but once he does they are extremely important to him and he'd do next to anything for them.

Social

Family Ties

No blood ties to his knowledge as they are all dead. He has since found a new family in the other members of the great coven.

Religious Views

Looks up to the 7 immensely, and respects them for all they've done.
Current Location
Witchtown
View Character Profile
Alignment
Lawful Nuetral
Date of Birth
5th of Prime
Birthplace
Khao
Children
Current Residence
Dolten
Gender
Male
Eyes
Gold
Skin Tone/Pigmentation
Blue
Height
2ft 6in
Weight
30lbs
Known Languages
common, draconic

Uriel

Kobold Race
Khao-City/Forager Origin
warlock/hexblade-9|Palladin/crown-6 15 Class & Level
Lawful Nuetral Alignment
The Seven Deity
The Coven Faction
Member Rank/Position
15 Loyalty
The Cerulean Vanguard Company

Strength 15
+2
Dexterity 14
+2
constitution 18
+4
intelligence 18
+4
wisdom 18
+4
charisma 25
+7
Total Hit Dice 9/6
Hit Die
1d8/10+4
+5 proficiency bonus
+2 Strength
+2 Dexterity
+9 Constitution
+0 Intelligence
+9 Wisdom
+12 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+9 Arcana
+2 Athletics
+12 Deception
+4 History
+4 Insight
+7 Intimidation
+4 Investigation
+4 Martial
+9 Medicine
+9 Nature
+4 Perception
+7 Performance
+7 Persuasion
+4 Religion
+2 Sleight of Hands
+7 Stealth
+4 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
149
Hit Points
+2
Initiative
30
Speed
Pact Scepter(mace)+101d6+12bludgeoningsimple, melee
daggers(2)+71d4peircing20/60Finesse, light, thrown
spear+71d6+5piercing20/60versatile, thrown
Eldritch blast1d10+2d6+8
Eldritch blast HBC1d10+2d6+13
Attacks
Alchemist's Supplies-forager origin
cooks utensils(expertise)-factionless start/academy
Calligrapher's Supplies-academy
deception, Medicine, nature, stealth
exotic proficiencies-daborakian kite sheild
armor proficiencies-full plate(academies)
Proficiences
0-eldritch blast, mage hand, lightning lure, loyalty-toll the dead, prestidigitation

1-sheild, hex, hellish rebuke, / Bless, Ceremony, Command, Cure Wounds, Detect magic, purify food and drink, compelled duel, shield of faith, heroism.

2-branding smite, hold person

3-vampiric touch

4-Dimension Door, Sickening Radiance

5-Synaptic Static, scrying

Spellcasting
Daborakian Kite Shield 2ac
masterwork breastplate 14(+2 dex)ac

warded ring-The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.

Dreaded Guise-attuned
A wooden mask carved by a kobold who wished to see in spite of the sun, imbued with the essence of nightmares long past. A jewel dedicated to love, in stark contrast to what prowls within the mask’s form, serves as a recipient of power. Ethereal lenses protects the wearer’s eyes.

Your Charisma score is increased by 2, to a maximum equal to your ability score cap.

As a bonus action, you can tap the jewel embedded in the forehead of this mask to activate its power, which protects the wearer’s eyes. You do not suffer from the effects of sunlight sensitivity and automatically succeed on saving throws to resist being blinded for 1 minute. This ability has 2 uses, which replenish on a long rest.

[Base Material, Enhancement]


pact scepter
pact scepter +1 Mace – Minor Very Rare (3,825gp) – Attunement (Warlock)

This ebony rod is instilled with iconography of hag magic and the symbology of the false coven. It functions as a spellcasting focus.

While attuned to this scepter, you gain the following abilities and features:
-Pact Marked: You gain a bonus on your spell attack and damage rolls equal to this scepters enhancement bonus.
-Forceful Blast: Whenever you would cast the eldritch blast cantrip, you deal an additional 1d6 points of force damage.(note: according to nerp this is per beam)
-Gift of the Patrons: This scepter has three charges that renew each day at dusk. You can expend a charge as a bonus action, if you do so, your next spell cast until the end of your next turn has its DC increased by one.(note: only applies once per spell)

[Base Material, Enchantment, Enhancement, Adornment]


Fadesteel Dagger
Fadesteel Dagger - This functions as a normal dagger except that it deals an additonal +3 damage to creatures that are considered shapeshifters. This includes skinwalkers and druids or any other creature that possess’ natural or trained abilities to change their form, form changing that is accomplished ONLY through spells is not sufficient.(Khao-city origin apparently)


Remnants of the Storm's Nightmare
Remnants of the Storm's Nightmare

+1 Masterwork Full Plate Armor Very Rare - Attunement
19ac+1dex [wearing, attuned]

A masterwork plate armor made by an orc initially with additional touches by a kobold with a blueprint from another skilled blacksmith. This suit of kobold sized plate armor is a dark shade of blue with orange accents.

Your Constitution score increases by 3, up to a maximum equal to your ability score cap

Patronic Resistance. You have resistance to Force damage.

Galvanic Surge. As an action, release a blast of energy from the armor. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in 100ft. line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 8d6 Lighting in a 100ft. line, or half damage if they succeed. This ability has one charge, regain all charges on a short or long rest.


Memories of a Lost Inspiration

Memories of a Lost Inspiration
Being Crafted by Uriel
Wondrous (Holy Symbol) - Very Rare (4,000gp, 40 Days) - Attunement: Lip Service of the Seven

A Symbol of the Seven made in honor of a forgotten friend. The symbol has a hidden metallic box on the back.

Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

Whenever you hardcast a damaging Cantrip, you deal an additional 1d6 force damage.

Hope Gives Strength. Increase the to hit, damage and DC of cantrips you hardcast by 1.

Alchemicae Mechanicus Forge. This item has a break-away section that contains a small array of medicinal clikclak droids. As a bonus action, a droid can be deployed to a friendly creature within 20 feet to restore the target for 1d6 hit points and an additional 2 hit points at the start of their next 2 turns from the gradual release of the restorative agent. Back to back uses do not stack, but refresh the duration of the fast healing. This attachment has 3 drones within it, and all of them are recovered upon a successful long rest.

 


cooks utensils
Calligrapher's Supplies
Alchemist Supplies
Herbalism Kit
backpack
crowbar
empty vials-2
greater healing potion-3 6 lbs
superior healing potion-7 14 lbs
supreme healing potion-12 24 lbs
potion of invulnerability-12 24lbs
Potion of waterbreathing-2 4lbs
potion of heroism-12 24 lbs
potion of cold resistance 2 lbs
elixir of health-6 12lbs
potion of speed 2lbs
scrolls of cure wounds-5 5 lbs
scroll of hex-6 6lbs
scroll of shield-7 7lbs
scroll of haste 1 1lbs
scroll of feather fall- 2 lbs
potion/scroll bandoleer-2(1 masterwork normal holds 3, masterwork 4) (can't mix and match scrolls on one pots on other)
rope hempen-0
torches-10
tinderbox-10
waterskin
antitoxin
crafting tokens-72
gold- 13508 | 2 silver | 4 copper





Zeigfried's Charge blueprint

9 ghost peppers(on cupbold mission)

seeds from 1 pepper is planted in the coven garden.

Uriel Doll

Uriel Plushie


panda plushie
knitted toe socks(ty auntie ellen)
Horned mask(totally not majora's mask)
t-shirt that says “I survived dsangir and all i got was this lousy t-shirt”
2nd place Silver steak medal
painting of Uriel
commemorative stone
Equipment
The Coven
Faction
The Specialist
Stat Array
+2 con score max-Great Coven
+2 cha score max-Academies
+2 cha/con max/stat-Sun Riders [increased to 24]
+1 str score-Church boon
wis/int set to 18
Beckoned(from the 13th hour)
Languages: common, draconic-fang

Strange Occurrences: Once per mission whenever you would roll a Natural 1 on a d20 members of the Great Coven can instead treat it as a Natural 20.

hexblade curse • 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 (minimum of 1 hit point). once per short/long rest. range of 30ft

Accursed specter
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. 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.



Divine Sense-6 The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Knows type but not name.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Lay on hands-30

Channel Divinity: Champion Challenge
As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Channel Divinity: Turn the Tide
As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

sunlight sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Forager background. When you use a healing kit to stabilize a creature, you restore 1d4 hit points to that creature. If you use the action from the Healer feat, you heal the target for an additional 1d10 hit points.

pack tactics advantage on attack rolls when allies are within 5 ft

Fighting style-defense: ac+1

Eyes of the Rune Keeper I can read all writing :)

trickster's escape You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Thirsting Blade You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

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


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. our 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.

Repelling blast: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Lifedrinker
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Sacred Oath feature

Warcaster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Primal scale: racial -2 to strength is removed, gain +2 to strength

Resilient Con: +1 con, you gain proficiency in con saves

Starlight Tower reward:
Mistblade Bound

Whenever you would critically hit with your hexblade, you may immediately cast misty step as a triggered action. This does not cost you a spell slot. If you do, the next enemy you attack, you have advantage against on the first attack.

Rejuvenating Sun
As a bonus action you call on the sun's radiance. So you and your allies can heal your wounds with Xd6 + X where X is your level and remove all debuffs you had including Paranoia, Curses, and Corruption. You can use this call Once per Dawn.

Storm's Mastery
Choose an element that you deem worthy to be your strength. Once you start as a Rider you Choose from Fire, Lightning, Thunder, Acid, and Cold. Then gain 1d6 of that damage to spells and weapon attacks. Once chosen you cannot change out of it. [chosen type-lightning]

Rider Belt
Once joining the Faction you will get your Sun Sigil and Rider Belt. This Belt is Counted as an Attunement Magic Item using up a slot. However, this will level with you and have certain upgrades that you can find later down the line.

Sun's Aegis (Item)
The Sigil you carry gives you Advantage on Wisdom Saving throws against abilities and spells. To carry on your mission to protect the Sun's Light.

Sun's Shield
You gain resistance to the Chosen Element of Storm's Mastery.

Pendragon's Storm Magic
When you cast a spell that deals damage, you can change the type of damage dealt by the spell, ability (Smite or Feature( Storm Barb Subclass) to the Chosen Element of Storm's Mastery. You can only do this twice per Dawn.

PIERCING STORM
Your Storm Mastery Damage ignores Resistance.


Rider Training
Gain a Rider Feat once joining the Empire.




Dragon Vow

Sun Rider Armaments
As an action you call upon your Rider Armor to give you an advantage to the fight.

1 .You gain +3 AC, Heal 15 hit points

2.The First Weapon Attack or Spell gains an additional 1d6 to Storm's Mastery adding Radiant to the element.

3. 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 to half your level rounded down. Your Rider Form lasts for 1 minute and can be used twice after a Long Rest.

The Storm that is Approaching
When you activate Sun Rider Armaments a storm begins to surround you then blossoms with a Draconic roar into an explosion of the elements. Each creature in a 10-foot-radius sphere centered on yourself must make a Dexterity saving throw. A target takes Xd6 Storm Mastery damage on a failed save (X is your Level), or half as much damage on a successful one. You ignore this damage.

Class/Racial Features & Traits

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