Post by Skell on Jul 15, 2019 12:52:13 GMT
Biography
Character Name: Ilar Draven
Character Level: 3
Race: Half-drow.
Gender: Male
Alignment: Chaotic Neutral
Deity: The Raven Queen (formally)
Size: Medium
Hair: White with dark strands
Eyes: Pale green
Height: 6ft
Weight: 158lbs
Age: 22 years
Appearance:
Character Name: Ilar Draven
Character Level: 3
Race: Half-drow.
Gender: Male
Alignment: Chaotic Neutral
Deity: The Raven Queen (formally)
Size: Medium
Hair: White with dark strands
Eyes: Pale green
Height: 6ft
Weight: 158lbs
Age: 22 years
Appearance:
Ilar have distinctive green eyes, paler than stone and darker than milk. He inherited the chiseled face and wiry, athletic build of the Drow race, but his height is on the taller end of the human average. His skin has a light grey tonality and his hair is smoke white with some dark strands, always kept short. His eyebrows are completely black, much to Ilar distaste since he thinks it makes it look as if he dyes his hair to appear closer to the elves that once held his parents captive. When it comes to clothing he prefers long, comfortable and dark pieces.
History: When talking about Warlocks it’s hard to not imagine what may have led to their pacts. Some people think about obsession, others about despair but few remember there is at least one more reason. Tradition.
For Ilar it started with the fall of Ched Nazad. While the City of Shimmering Webs went ablaze a group of half-drow slaves bred by House Ousstyl fled into the Underdark. Unfamiliar with the vast network of caves they could not find the surface and being viewed as valuable property they were soon pursued by their surviving masters. For the best part of a year their persisted, praying to as many gods as they knew. Until The Raven Queen answered.
The Silence of Lolth had ended and priestesses were deployed in the search of the runaways, making the influence of the Dark Mother sensible again. Maybe the faith of the half-drow was finally proven or maybe the Goddess of Fate could feel the presence of the Lady of Chaos through their prayers, whose actions distorted the order she so dearly loves. Whatever the case the Raven Queen sent a blessing imbued in one of her sentient weapons. It was a shortsword with blade and hilt as black as the night. Its name was Darkmoon and the blessing on it was the ability to teleport all of the pursued, just once, to a safe place in the surface world - the Glimmerwood.
There was a price, though. The lineage of the ones who took the teleport would carry the surname Draven and have their very souls marked as loyal servants of the lady of The Fortress of Memories. Amongst their own they should choose one to make a pact with Darkmoon and fulfill its purpose of hunting undead. The first to do so was Olorae, a half-drow woman. Taking the blade in her hands she took her family to the safe heaven where the Dravens could have their home and train their future generations to honor their oath.
They made a small village not so distant from the Gem of the North. With time they started trading with the city and some of them even worked in Silverymoon. Most under the tutelage of Vinden, a human that spent the better part of his life as mercenary but after retiring from the battlefields became a renowned master alchemist. With the sponsorship of the local artisans’ guild, a partner of Waterdeep's Guild of Apothecaries & Physicians, the man used to take as apprentice those that normally could not afford his lessons, sometimes even teaching Undercommon to them.
Ilar was one of those and even became a master alchemist in his own right but when he was eighteen everything changed. Olorae fell in battle and was time to choose her successor. The other so-called candidates where less than eager to bear the burden. They had dreams of their own and fear in their eyes when Ilar offered himself. The pact was a duty he received as an honor.
Personality: Ilar is a social chameleon, being capable to fit effortlessly amongst the most refined nobles or the crudest ruffians. Despite of that he finds social interactions tiring, often preferring solitude and silence. He is pragmatic and dutiful, always trying to act rational but is not strange to strong emotions. Maybe ironically for someone with a lifestyle so tied to a deity, Ilar dislikes the idea of adoring a god, seeing the Raven Queen as a fair ruler that he follows because she is deserving of both his gratitude and loyalty.
Stats
Ability Scores
Strength: 8
Dexterity: 15 (14+1)
Constitution: 14 (13+1)
Intelligence: 10
Wisdom: 12
Charisma: 17 (15+2)
Class
Warlock (Hexblade) lvl 3
Eldritch Invocation - Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Invocation - Voice of the Chain Master: Vou can communicate teIepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Hexblade’s Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: 1- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. 2 - Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. 3 - If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.
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 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.
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 lo allow your familiar lo make one attack of its own.
Spells:
Dancing Lights (Cantrip, race bonus)
Eldritch Blast (Cantrip)
Toll the Dead (Cantrip)
Faerie Fire (lvl 1, race bonus, once per long rest)
Hex (lvl 1)
Shield (lvl 1)
Darkness (lvl 2)
Shield (lvl 1)
Darkness (lvl 2)
Suggestion (lvl 2)
Skills
Deception (class), Insight (background), Intimidation (class) and Persuasion (background).
Proficiencies & Languages
Proficiencies: Alchemist's Supplies (background), Light Armor (class), Medium Armor (subclass) and Shields (subclass).
Languages: Common, Elvish (race), Abyssal (race) and Undercommon (background).
Background
Guild Artisan: You are a member of an artisan's guild, skilled in a particular field (alchemy) and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Feats
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Gear
1 backpack, 1 crowbar, 1 crystal (arcane focus), 10 days of rations, 50 feet of hempen rope, 1 hammer, 1 Leather Armor, 10 pitons, 10 torches, 1 tinderbox, 1 waterskin and 300 gold (instead of extra equipment).
Sold gear (74gp): Light Crossbow (25gp), Shortbow (25gp), 20 crossbow darts (20gp), 2 daggers (4gp).
Total gold = 374gp