https://www.oakthorne.net/wiki/api.php?action=feedcontributions&user=Kitai306&feedformat=atomOakthorneWiki - User contributions [en]2024-03-28T21:05:12ZUser contributionsMediaWiki 1.33.1https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=49893Raziel's Journal2018-09-26T04:51:51Z<p>Kitai306: </p>
<hr />
<div>Journal for [[Raziel]]<br />
<br />
'''Research Journal'''<br><br />
''(Celestial)''<br><br />
Entry: Mother's Egg (Heart of the World?)<br />
<br />
It's been years since I've really thought of this egg. But recent events have me investigating it in more detail. Particularly following the dream I had last night:<br />
<br />
A lake of blood, flowing into an underground channel. Against my will I am swept along, unable to see but pulled deep, deep, deep into the earth. Eventually the underground river deposits me into a cavern... then into a great hall... past a mighty forge. Everything is red, tinted by the blood I am surrounded by. Suddenly a flash and in a void, an empty expanse of nothing I am there... holding mother's egg. Moments later, I am on a mountain and to the east is a expansive moutain range and I can see a dark path in distance leading to the rising sun. Just as I wake I see eagles, what I assume are eagles flying into the sun...<br />
<br />
Also of note, this egg is CLEARLY magical when I look upon it with my Eldritch Sight... but unlike Lodin's Shatterspike, the Nightcaller whistle, the wand of entanglement, and every other magical effect I have looked at... I have NO idea what type of magic it could be. Is it abjuration? Is it illusion? No idea.<br />
<br />
Thanks to the magic of the Seeker, I can speak new languages without study. I spoke of this previously in an entry. But since leaving the Citadel I have surmised that I can swap these languages out every morning upon rising. I've been guessing at the language of the inscription. Unfortunately I've had little time alone to confirm until today. The inscription is in Infernal. I've transcribed it below in both Infernal and the translation in Elvish.<br />
<br />
<br />
''(Infernal and repeated in Elvish)''<br><br />
^^^^^^<br><br />
^^^^^^^<br><br />
Take the right decision<br><br />
Never to lose<br><br />
Natural balance<br><br />
Always keep and choose<br><br />
Uphold your look<br><br />
Cosmic law is the book<br><br />
<br />
<br />
''(Celestial)''<br><br />
I can't make heads or tails of it yet. If only the first two lines weren't weathered. If only I knew anything more about my mother. I have no idea why she would have had something like this.<br />
<br />
____<br />
<br />
<br />
'''15 Tarsakh Year of the Ageless One'''<br><br />
I'm impatient and I'm restless. Not even stargazing is calming down me... I have this weird need, this overwhelming urge... I think I'm going to do it... I think I'm to Oakhurst. I have to see this ancient citadel myself. Why is there no information about it?!<br />
<br />
I need to check my gear from years ago. See what fits and what I have to replace. But with my wages and some persuasion, I think I'll be ready to leave in a week. Maybe two.<br />
<br />
<br />
<br />
'''14 Tarsakh Year of the Ageless One'''<br><br />
I've found scant information. The only ancient citadel I can find any mentions of is a few miles out from the town of Oakhurst. I don't recall much about Oakhurst when I passed through 6... 7 years ago? It was small. Reminded me uncomfortably of Salthelm. Still there is a citadel there.<br />
<br />
Back to the topic, the only information is a few rumors of legends of ancient scrolls and knowledge lost in the citadel. Even asking at Oghma's temple library has produced nothing of substance.<br />
<br />
<br />
<br />
'''11 Tarsakh Year of the Ageless One'''<br><br />
Corrin Leagallow, a halfing friend (used loosely) of mine, has informed me that he heard about a Tiefling who was searching for information on ancient citadels. Apparently rumor has it there might be one in the region!<br />
<br />
<br />
<br />
'''11 Alturiak Year of the Ageless One'''<br><br />
Since making the pact with the Seeker, I've been disinclined to continue researching in the library of Oghma for now. I've found work with one of the local arcane researchers. It's giving me a chance to practice my new powers too.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Lost_Timeline_1_PC_Notes&diff=49787Lost Timeline 1 PC Notes2018-09-11T04:33:46Z<p>Kitai306: </p>
<hr />
<div>[[World_Manifest]]<br />
<br />
<br />
<br />
COMMUNITY LOOT<br />
<br />
Gold 826 <br />
Silver 917<br />
Copper<br />
Gems (total value 545) 6 peridot (10gp each) Jasper, Blood stone, smokey quartz (75 gp each) 2 onyx (30pg each) 4 sapphire (50gp each, currency grade) 4 agates (20gp each)<br />
<br />
Misc (total value 279) silver earing w/ moon stone x2 (20gp each) silverware 24 gp dragon figure - jade 20gp crystal goblet 5gp ceremonial dager (dragon theme) 125gp order of dragon priest, ancient cult 2 silver rings 25gp each silver amulet 15<br />
<br />
<br />
Weapons/armor<br />
<br />
studded leather armor<br />
long bow <br />
dagger x5<br />
backbapk- 1 ration, torch x3, bedroll, waterskin, tinterbox<br />
66 arrows<br />
quiver- +1 arrow<br />
great sword<br />
2 x javelins<br />
morning star<br />
<br />
<br />
Gear <br />
healers kit<br />
herbalist kit <br />
spellbook- color spray. magic missile, silent image. <br />
alchemy kit<br />
key - study <br />
3 potion healing <br />
2 anti toxin<br />
Scrolls- command, cure wounds (level 2). Inflict wounds (lvl 2). guiding bolt (lvl 2). entanglement, protection from poison. <br />
Nightcaller whistle *Raz<br />
Wand of Entanglement *Raz<br />
<br />
<br />
<br />
Lodin List:<br />
<br />
Portion of Fire Resist<br />
<br />
Potion of healing<br />
<br />
Crystal Vial (rat disease)<br />
<br />
Scorcing Ray Scroll<br />
<br />
Melf's Acid Arrow Scroll<br />
<br />
Shatterspike<br />
<br />
Scroll case - bone kumracar</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=49765Raziel2018-09-09T23:51:54Z<p>Kitai306: /* Advancement */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 3<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 19<br />
|Hit Dice= 3d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': small red egg weighing 1lb with unknown script/message on shell<br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
* Hit points +6 (1d8 roll = 5, +1 CON mod); Invocations: Eldritch Sight, Seeker's Speech; 1st Level spell: Unseen Servant<br />
'''3nd Level'''<br />
* Hit points +4 (1d8 roll = 3, +1 CON mod); Pact Boon: Pact of the Tome, cantrips: Guidance, Message, Vicious Mockery; 2nd Level Spell: Invisibility<br />
'''4th Level'''<br />
* Hit points +6 (average taken = 5, +1 CON mod); Feat: Spell Sniper, bonus cantrip: Shocking Grasp (sorceror); Cantrips: Mage Hand; 2nd Level Spell: Shatter; Swapped spell: Unseen Servant out, Misty Step in</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=47681Raziel2018-06-20T17:19:36Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 3<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 19<br />
|Hit Dice= 3d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': small red egg weighing 1lb with unknown script/message on shell<br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
* Hit points +6 (1d8 roll = 5, +1 CON mod); Invocations: Eldritch Sight, Seeker's Speech; 1st Level spell: Unseen Servant<br />
'''3nd Level'''<br />
* Hit points +4 (1d8 roll = 3, +1 CON mod); Pact Boon: Pact of the Tome, cantrips: Guidance, Message, Vicious Mockery; 2nd Level Spell: Invisibility</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=47680Raziel2018-06-20T17:16:33Z<p>Kitai306: /* Resources */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': small red egg weighing 1lb with unknown script/message on shell<br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
* Hit points +6 (1d8 roll = 5, +1 CON mod); Invocations: Eldritch Sight, Seeker's Speech; 1st Level spell: Unseen Servant<br />
'''3nd Level'''<br />
* Hit points +4 (1d8 roll = 3, +1 CON mod); Pact Boon: Pact of the Tome, cantrips: Guidance, Message, Vicious Mockery; 2nd Level Spell: Invisibility</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=47679Raziel2018-06-20T17:15:54Z<p>Kitai306: /* Advancement */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
* Hit points +6 (1d8 roll = 5, +1 CON mod); Invocations: Eldritch Sight, Seeker's Speech; 1st Level spell: Unseen Servant<br />
'''3nd Level'''<br />
* Hit points +4 (1d8 roll = 3, +1 CON mod); Pact Boon: Pact of the Tome, cantrips: Guidance, Message, Vicious Mockery; 2nd Level Spell: Invisibility</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46709Raziel's Journal2018-05-17T16:58:20Z<p>Kitai306: </p>
<hr />
<div>Journal for [[Raziel]]<br />
<br />
'''15 Tarsakh Year of the Ageless One'''<br><br />
I'm impatient and I'm restless. Not even stargazing is calming down me... I have this weird need, this overwhelming urge... I think I'm going to do it... I think I'm to Oakhurst. I have to see this ancient citadel myself. Why is there no information about it?!<br />
<br />
I need to check my gear from years ago. See what fits and what I have to replace. But with my wages and some persuasion, I think I'll be ready to leave in a week. Maybe two.<br />
<br />
<br />
<br />
'''14 Tarsakh Year of the Ageless One'''<br><br />
I've found scant information. The only ancient citadel I can find any mentions of is a few miles out from the town of Oakhurst. I don't recall much about Oakhurst when I passed through 6... 7 years ago? It was small. Reminded me uncomfortably of Salthelm. Still there is a citadel there.<br />
<br />
Back to the topic, the only information is a few rumors of legends of ancient scrolls and knowledge lost in the citadel. Even asking at Oghma's temple library has produced nothing of substance.<br />
<br />
<br />
<br />
'''11 Tarsakh Year of the Ageless One'''<br><br />
Corrin Leagallow, a halfing friend (used loosely) of mine, has informed me that he heard about a Tiefling who was searching for information on ancient citadels. Apparently rumor has it there might be one in the region!<br />
<br />
<br />
<br />
'''11 Alturiak Year of the Ageless One'''<br><br />
Since making the pact with the Seeker, I've been disinclined to continue researching in the library of Oghma for now. I've found work with one of the local arcane researchers. It's giving me a chance to practice my new powers too.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46708Raziel's Journal2018-05-17T16:52:16Z<p>Kitai306: </p>
<hr />
<div>Journal for [[Raziel]]<br />
<br />
Random edit to see if this changes anything. - DM</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46707Raziel's Journal2018-05-17T16:52:01Z<p>Kitai306: </p>
<hr />
<div>Journal for [[Raziel]]<br />
<br />
Random edit to see if this changes anything. - DM<br />
<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46706Raziel's Journal2018-05-17T16:51:43Z<p>Kitai306: </p>
<hr />
<div>Random edit to see if this changes anything. - DM<br />
<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46705Raziel's Journal2018-05-17T16:51:04Z<p>Kitai306: </p>
<hr />
<div>Failed edit<br />
<br />
Random edit to see if this changes anything. - DM<br />
<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46704Raziel's Journal2018-05-17T16:49:44Z<p>Kitai306: </p>
<hr />
<div>Journal for [[Raziel]]<br />
<br />
Failed edit<br />
<br />
Random edit to see if this changes anything. - DM<br />
<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Lost_Timelines&diff=46698Lost Timelines2018-05-17T16:34:14Z<p>Kitai306: </p>
<hr />
<div>{| align="none"<br />
|+ align="bottom" style="caption-side: bottom" | '''A D&D 5th Edition campaign'''<br />
|-<br />
| [[Image:SCBanner.jpg|1000px]]<br />
|}<br />
<br />
=='''Player Characters'''==<br />
* '''[[T'var Thennmar]]''' - Tiefling Cleric, played by Cedar<br />
* '''[[Lodin Greyhide]]''' - Gensai/Dwarf Fighter, played by Scott<br />
* '''[[Raziel]]''' - Aasimar Warlock, played by Kit<br />
<br />
===Player Character Info===<br />
* [[Lost Timeline 1 PC Notes|Campaign Notes]]: Available for use by any PC to keep notes in.<br />
* '''[[CharTemplate|Character Page Template]]'''<br />
<br />
=='''World Settings'''==<br />
==='''Locations'''===<br />
===='''[[World of Ruhen]]'''====<br />
The world of Ruhen is big. Really big. In fact the world is about 50 times bigger than the characters would realize. That being said, the area that the intrepid adventurers are in is at war. In the North are the Orcs. They are aggressive by nature and wish to keep expanding their territory. For years they have just had little skirmishes with the southern races, but lately it has escalated to all out war, especially as the humans and the elves have started fighting to protect their borders.<br />
===='''Oakhurst'''====<br />
This community houses about 900 residents (including outlying farms). Most of the inhabitants are human, with a sizable minority of halflings and a scattering of other races.<br />
Some locations of note in the town:<br />
* '''Village Hall''': The center of government in Oakhurst includes the office of Mayor Vurnor Leng, a male human noble.<br />
* '''General Store''': The village's main source for supplies and merchandise is the general store, owned and operated by Kerowyn Hucrele, a female human noble.<br />
* '''Shrine''': Advice, information, and healing are among the services dispensed at the village's shrine. It is maintained by Dem "Corkie" Nackle, a female gnome priest of Lathander.<br />
* '''Jail''': Next to the village hall is a stout building where miscreants serve their sentences. Oakhurst's constable is Felosial, a female half-elf veteran. She commands a force of sixteen guards and four scouts who keep the village safe.<br />
* '''Blacksmith''': Repairing and forging arms and armor is the job of the village smithy, Rurik Lutgehr, a male dwarf commoner.<br />
* '''Ol' Boar Inn''': Garon, a male human commoner, is the owner and barkeep of the Ol' Boar Inn. He serves food and drink, and the place has a few rooms that visitors can rent.<br />
<br />
===='''The Sunless Citadel'''====<br />
The citadel is about 7 miles outside of Oakhurst that can be reach via an overgrown old road that winds through rocky downs, near stands of old-growth oak, and past abandoned farms. No one knows for sure what the Citadel was created for but this once proud fortress is rumored to have fallen into the earth. It has been abandoned by its original followers and rumored to house nothing but evil now.<br />
<br />
==='''Date'''===<br />
This campaign is taking place in early Mirtul in the year of the Ageless One (1479).<br />
===='''Calendar'''====<br />
There are 365 days in the year, split up into twelve months of thirty days each with five holidays that fall between some months. The names of the months are given in both the formal names and the common ones. The seasons run like they do for the northern hemisphere; Hammer is like January and Flamerule is like July. Each week consists of ten days, called a tenday.<br />
<br />
{| class="wikitable" border="1"<br />
|- style="text-align: center;"<br />
! Month<br />
! Name<br />
! Common name<br />
|- style="text-align: center;"<br />
| 1<br />
| Hammer<br />
| Deepwinter<br />
|- style="text-align: center;"<br />
| 2<br />
| Alturiak<br />
| The Claw of Winter<br />
|- style="text-align: center;"<br />
| 3<br />
| Ches<br />
| The Claw of the Sunsets<br />
|- style="text-align: center;"<br />
| 4<br />
| Tarsakh<br />
| The Claw of the Storms<br />
|- style="text-align: center;"<br />
| 5<br />
| Mirtul<br />
| The Melting<br />
|- style="text-align: center;"<br />
| 6<br />
| Kythorn<br />
| The Time of Flowers<br />
|- style="text-align: center;"<br />
| 7<br />
| Flamerule<br />
| Summertide<br />
|- style="text-align: center;"<br />
| 8<br />
| Eleasis<br />
| Highsun<br />
|- style="text-align: center;"<br />
| 9<br />
| Eleint<br />
| The Fading<br />
|- style="text-align: center;"<br />
| 10<br />
| Marpenoth<br />
| Leaffall<br />
|- style="text-align: center;"<br />
| 11<br />
| Uktar<br />
| The Rotting<br />
|- style="text-align: center;"<br />
| 12<br />
| Nightal<br />
| The Drawing Down<br />
|}<br />
<br />
The holidays are Midwinter, Greengrass, Midsummer, Highharvestide and The Feast of the Moon. Midwinter falls between Hammer and Alturiak, Greengrass between Tarsakh and Mirtul, Midsummer is between Flamerule and Eleasis, Highharvestide is between Eleint and Marpenoth, and The Feast of the Moon is between Uktar and Nightal.<br />
<br />
Every four years, another holiday called Shieldmeet is added as a leap day immediately following the Midsummer holiday.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=T%27var_Thennmar&diff=46697T'var Thennmar2018-05-17T16:33:36Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Tvarthennmar.jpg|center|350 px]]<br />
|CharacterName=T'var Thennmar<br />
|Race=Tiefling<br />
|Class=Cleric (Exorcist) Level 1<br />
|Background=Inheritor<br />
|Alignment=Neutral Good<br />
|Patron Deity=Kelemvor<br />
|Factions=None<br />
|Ability Scores=Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);<br> Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)<br />
|Bonus=+2<br />
|Saving Throws=<br>Str: 0, DEX: 0, Con: 0, INT: 0, Wis: +3, Cha: +3<br />
|Skills= Arcana, Medicine, Religion, Survival<br />
|Tools=Holy Symbol<br />
|Languages=Common, Infernal, Celestial <br />
|Armor=Chainshirt, Shield<br />
|Weapons= Mace, L.Crossbow, Handaxe x2<br />
|Traits=Darkvision, Hellish Resistance, Infernal Legacy. Feature: Inheritor<br />
|Armor Class= 17<br />
|Initiative=+/- 0<br />
|Speed= 30ft<br />
|Feats=FEATS<br />
|Attacks=ATTACKS<br />
|Hit Points=11<br />
|Hit Dice= 1d8<br />
|Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
|Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
|Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
|Flaws=Struggles with relationship with Father. Quick to anger.<br />
}}<br />
__NOTOC__<br />
<br />
<br />
==DOGMA==<br />
Recognize that death is part of life. It is not an ending but a beginning, nor a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor’s clerics at his side.<br><br />
<br />
==Origin==<br />
<br />
15 Uktar, year of the Wandering Fate 1478 <Br><br />
My one great sin in this life will be Killing My Father… In doing this I will be taking The Lord of the Dead’s decisions into my own hand and disrupting the flow. I may not know much of the world, but I know this to be true.<br />
<br />
What a terrible way to start a new journal…It is my birthday and all I can think about is death. Abbot Sullis tells me that writing down my thoughts will help me see the bigger plan that our Lord Kelemvor has set for us. I’m sure he’s right, the man always is it seems, but sometimes its difficult to see.<br />
Beginnings are best viewed from the beginning. So I will start myself there. My earliest memories are of skulls grinning down on me. That seems like a morbid place to grow up, but there was always joy within the Temple. Remembering those that have come before us and celebrating their lives. Back then the Abbot was only one of the Senior Brothers, but he was still a good man and able to see past the sins of my birth… Sullis was the one that convinced the Order to keep me and train me. They have never told me much of my parents. The Persists say my mother brought me to the Church just long enough to hand me over and warn them of my Father’s bloodline. Abbot Sullis says at first the only sign of him within me was my eyes; but it didn’t take long for my tail and horns to begin to show themselves. <br />
<br />
As I grew it was always Sullis’ voice that helped me along the path of our Lord and fist showed me how to ease the passing into the next world. His guidance though the rights of Shieldmeet and the Feast of the Moon taught me how it is our duty to release tortured souls into the care of Lord Kelemvor.<br />
<br />
16 Uktar, year of the Wandering Fate 1478 <Br><br />
It seems that our Lord has plans for me. Before sending me out into the world Abbot Sullis and some of the Senior Brothers took me aside saying they had things to share with me. No word of warning that they were about to change my life.<br />
It turns out my Father was more of a problem than they ever let on to me. <br />
It turns out that my Mother knew more than they told me.<br />
It turns out I have a birthright to inherit.<br />
<br />
17 Uktar, year of the Wandering Fate 1478 <Br><br />
I keep looking at the medallion the Order gave me. They say that it was my Father’s, left for me, but they don’t know why. Theres magic within it, I can feel the crackle any time it touches my skin. <br />
Running it though my fingers, I can tell the wood is old. That doesn’t even begin to scratch the surface of its mystery. It is heavy, feels more like Iron than it does wood. The carving on it is as deep and clear as if it were made new. But the thing gives a timeless feeling. <br />
Burned into the face of the medallion are three wings, one made of flame, one made of the sea, and the third torn from an angel. <br />
The idea that the third wing is from an angel wont come out of my head. Especially since the Order has warned me that the sigil is from an ancient cult that they thought had been destroyed. From what they know, the cult sought the destruction of the Balance that our Lord has created between the living and the dead. We cant let this happen!<br />
<br />
18 Uktar, year of the Wandering Fate 1478 <Br><br />
They tell me I need to find my Mother. She gave birth to me, but is she truly my Mother still?<br />
We are taught to honor life. She is the one who gave me life, and then left me to it, helpless and at its mercy. <br />
I don’t even know her name.<br />
But she isn’t the real problem. He is. All the darkness of his kind imprinted onto me. The rage. The mistrust. The fear.<br />
There are times I can feel the presence that has tainted me. The Order has shown me how to put souls to rest, but I can’t seem to rest my own. <br />
Once he is dead, maybe then I will have that peace. <br />
<br />
***Pages Missing***<br />
<br />
3 Alturiak, year of the Ageless One 1479 <Br><br />
It seems odd. I have been out of the Church for 3 months now. <br />
I have been searching for her for 3 months now and and finally I have progress! A name. Its not much, but its more than I had. <br />
My Mother’s name is Kara Lygotth.<br />
Now I just need to find her.<br />
And kill Him. (is that too hopeful?)<br />
<br />
*** Pages Missing***<br />
<br />
28 Tarsakh, year of the Ageless One 1479 <Br><br />
Lord Kelemvor works in odd ways sometimes. He is a God of the Balance, but part of me feels he may be feeling a little literal and ironic today. I have met some travelers and it seems our paths shall run together for a while.Their band is headed to Oakhurst, a village where it seems my Mother spent some time in her youth. Where the Lord seems to be having His fun with me lies in one particular of them. Raziel, an Aasimar. There is no mistaking his linage, just as there is no hiding mine. Understandably, he seems wary of me, but thats no suprise. The Order may be used to me but three months outside have quickly shown me how deep my Father’s Sin runs. <br />
<br />
29 Tarsakh, year of the Ageless One 1479 <Br><br />
Another traveler has joined us today, a stout fellow named Lodin Geryhar. He appears to be some kind of dwarf, but the largest dwarf I’ve ever seen!<br />
Raziel is continuing to keep his distance. The guide that was leading the travelers I stumbled across says that we’re making good time and should reach Oakhurst within a tenday<br />
<br />
30 Tarsakh, year of the Ageless One 1479 <Br><br />
Well, that didn’t take long. Two days of travel together and Raziel and I have already found our differences run deeper than skin. Turns out he’s not a fan of religion. A descendant of an angel who turns their back on the Gods. A descendant of a devil, who seeks their salvation in the Gods<br />
<br />
***Pages Missing***<br />
<br />
7 Mirtul, year of the Ageless One 1479 <Br><br />
We have arrived at Oakhurst! It turns out that there is a shrine to Pelor here, I shall need to go pay my respects and send a letter back to the Abbot. <Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'10" (6'6"w/Horns) <br><br />
'''Weight''': 175 <br><br />
'''Hair''': Black <br><br />
'''Eyes''': Silver <br><br />
'''Skin''': Grey/Black <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
<br />
Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
<br />
Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
<br />
Flaws= Struggles with relationship with Father. Quick to anger.<br />
<br />
* '''Sexuality''': Pansexual. Not a lot of time/experience with relationships within the Church, but can find affection depending on the person.<br />
<br />
===Racial Traits===<br />
* '''RACIAL TRAIT''': Darkvision: Thanks to your infernal heritage, 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.<br />
<br />
Hellish Resistance: You have Resistance to fire damage.<br />
<br />
Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.<br />
<br />
===Class Traits===<br />
* '''GOD/GODESS''': Kelemvor (LN)<br />
* '''DOMAIN''': The Grave<br />
* '''SIGIL''': Skeletal Arm holding Golden Scales<br />
* '''CLASS TRAIT''': You are proficient with the following items, in addition to any proficiencies provided by your race or background.<br />
<br />
Armor: Light Armor, Medium Armor, shields<br />
Weapons: simple Weapons<br />
Tools: Instrument (Pipes)<br />
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion<br />
<br />
* '''GRAVE''': Circle of Mortality -At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.<br />
<br />
Eyes of the Grave -At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.<br />
<br />
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
* '''Bonus Proficiencies''': BONUS PROFICIENCIES- (Grave) Heavy Armor.<br />
<br />
===Background Feature===<br />
* '''BACKGROUND INHERITOR''': Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion <br />
Tool Proficiencies: Your choice of a gaming set or a musical instrument <br />
Languages: Any one of your choice <br />
Equipment: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp <br />
<br />
FEATURE: Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.<br />
<br />
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.<br />
<br />
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
N/A until Lvl 4<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* ''Acrobatics'': +3<br />
* Animal Handling: +3<br />
* '''Arcana''': -1<br />
* Athletics: +3<br />
* Deception: +3<br />
* History: -1<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Insight: +3<br />
* Intimidation: +3<br />
* Investigation: -1<br />
* '''Medicine''': +3<br />
* Nature: -1<br />
* Perception: +3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: +3<br />
* Persuasion: +3<br />
* '''Religion''': +1<br />
* Slight of Hand: +3<br />
* Stealth: +3<br />
* '''Survival''': +5<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 10 days rations (20 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
10 copper<br />
9 silver<br />
1 gold <br />
0 platinum <br><br />
Sum: 90g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' modest<br />
* '''Carried Equipment''': EQUIPMENT-- Explorer's Pack- Back pack, bed roll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50ft rope<br />
Healers Kit<br />
Holy Water x2 (59 lbs)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Holy Symbol (Kelemvor)<br />
Instrument (Pipes)<br />
Total weight: ~0 lbs <br><br />
* '''Stored Equipment:''' Mace 4 lbs. L.Crossbow (20bolts) 5lbs. Handaxe x2 4lbs. Chainshirt 12lbs. Shield 6lbs.<br />
Total weight: 31lbs <br><br />
* '''Trinket''': IronWood Holy Symbol of Unknown Deity<br />
<br />
== Other Important Individuals ==<br />
* '''NPC''': <br />
Abbot Sullis Barris (53, Human Male) - joined the Order of Kelemvor after his wife and daughters died from exposure in the Long Winter. Becoming a Brother, Sullis found that he excelled at the Rites of Passage and quickly rose as a prominent Exorcist within the Order. During the Feast of the Moon 1456, Kelemvor reached out and gave Sullis a vision of a child balanced between a dark male and a woman who’s light was fading. When T’var was brought to the Order it became clear to Sullis that the child would one day be important to the Order. He kept close watch on the child and began to teach T’var the Rites of Passage. In 1473 Sullis was raised to the position of Abbot of the Order of Kelemvor at Hillsdeep.<br />
<br />
Kara Lygotth (42, Human Female) - mother. Life history not know.<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Anything you want to start and keep track of<br />
<br />
==Advancement==<br />
* To keep track of advancement- Current XP 0<br />
'''1st Level'''<br />
* Base stats: Str: 16 (+3), DEX: 16 (+3), Con: 17 (+3), INT: 9 (-9), Wis: 17 (+3), Cha: 16 (+3)<br />
'''2nd Level'''<br />
N/A<br />
<br />
'''3nd Level'''<br />
N/A</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46695Raziel2018-05-17T03:59:38Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46694Raziel2018-05-17T03:58:48Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46693Raziel2018-05-17T03:33:45Z<p>Kitai306: /* Origin */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or at least find one genuine person to regard me not as an object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46692Raziel2018-05-17T03:12:18Z<p>Kitai306: /* Class Traits */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or least find one genuine person to regard me not as a object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Star Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46691Raziel2018-05-17T03:11:47Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= Knowledge. A hunger for an understanding of the world. An understanding of my past- mother, father, and more. The world is vast and I want to know my place in it. I will go to the ends of creation to learn something interesting or forgotten.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose everything. I lose my research. I lose myself.<br />
|Flaws= Growing up an orphan, in a town that treated me like an object for having celestial lineage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or least find one genuine person to regard me not as a object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46690Raziel2018-05-17T03:07:35Z<p>Kitai306: /* Personality Traits */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or least find one genuine person to regard me not as a object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* Sexuality: Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46689Raziel2018-05-17T03:07:02Z<p>Kitai306: /* Origin */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.<br />
<br />
I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.<br />
<br />
I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or least find one genuine person to regard me not as a object but as a living person.<br />
<br />
Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.<br />
<br />
In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.<br />
<br />
In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=T%27var_Thennmar&diff=46435T'var Thennmar2018-05-08T18:07:26Z<p>Kitai306: /* Resources */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Tvarthennmar.jpg|center|350 px]]<br />
|CharacterName=T'var Thennmar<br />
|Race=Tiefling<br />
|Class=Cleric (Exorcist) Level 1<br />
|Background=Inheritor<br />
|Alignment=Neutral Good<br />
|Patron Deity=Kelemvor<br />
|Ability Scores=Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);<br> Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)<br />
|Bonus=+2<br />
|Saving Throws=<br>Str: 0, DEX: 0, Con: 0, INT: 0, Wis: +3, Cha: +3<br />
|Skills= Arcana, Medicine, Religion, Survival<br />
|Tools=Holy Symbol<br />
|Languages=Common, Infernal, Celestial <br />
|Armor=Chainshirt, Shield<br />
|Weapons= Mace, L.Crossbow, Handaxe x2<br />
|Traits=Darkvision, Hellish Resistance, Infernal Legacy. Feature: Inheritor<br />
|Armor Class= 17<br />
|Initiative=+/- 0<br />
|Speed= 30ft<br />
|Feats=FEATS<br />
|Attacks=ATTACKS<br />
|Hit Points=11<br />
|Hit Dice= 1d8<br />
|Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
|Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
|Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
|Flaws=Struggles with relationship with Father. Quick to anger.<br />
}}<br />
__NOTOC__<br />
<br />
<br />
==DOGMA==<br />
Recognize that death is part of life. It is not an ending but a beginning, nor a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor’s clerics at his side.<br><br />
<br />
==Origin==<br />
<br />
15 Uktar, year of the Wandering Fate 1478 <Br><br />
My one great sin in this life will be Killing My Father… In doing this I will be taking The Lord of the Dead’s decisions into my own hand and disrupting the flow. I may not know much of the world, but I know this to be true.<br />
<br />
What a terrible way to start a new journal…It is my birthday and all I can think about is death. Abbot Sullis tells me that writing down my thoughts will help me see the bigger plan that our Lord Kelemvor has set for us. I’m sure he’s right, the man always is it seems, but sometimes its difficult to see.<br />
Beginnings are best viewed from the beginning. So I will start myself there. My earliest memories are of skulls grinning down on me. That seems like a morbid place to grow up, but there was always joy within the Temple. Remembering those that have come before us and celebrating their lives. Back then the Abbot was only one of the Senior Brothers, but he was still a good man and able to see past the sins of my birth… Sullis was the one that convinced the Order to keep me and train me. They have never told me much of my parents. The Persists say my mother brought me to the Church just long enough to hand me over and warn them of my Father’s bloodline. Abbot Sullis says at first the only sign of him within me was my eyes; but it didn’t take long for my tail and horns to begin to show themselves. <br />
<br />
As I grew it was always Sullis’ voice that helped me along the path of our Lord and fist showed me how to ease the passing into the next world. His guidance though the rights of Shieldmeet and the Feast of the Moon taught me how it is our duty to release tortured souls into the care of Lord Kelemvor.<br />
<br />
16 Uktar, year of the Wandering Fate 1478 <Br><br />
It seems that our Lord has plans for me. Before sending me out into the world Abbot Sullis and some of the Senior Brothers took me aside saying they had things to share with me. No word of warning that they were about to change my life.<br />
It turns out my Father was more of a problem than they ever let on to me. <br />
It turns out that my Mother knew more than they told me.<br />
It turns out I have a birthright to inherit.<br />
<br />
17 Uktar, year of the Wandering Fate 1478 <Br><br />
I keep looking at the medallion the Order gave me. They say that it was my Father’s, left for me, but they don’t know why. Theres magic within it, I can feel the crackle any time it touches my skin. <br />
Running it though my fingers, I can tell the wood is old. That doesn’t even begin to scratch the surface of its mystery. It is heavy, feels more like Iron than it does wood. The carving on it is as deep and clear as if it were made new. But the thing gives a timeless feeling. <br />
Burned into the face of the medallion are three wings, one made of flame, one made of the sea, and the third torn from an angel. <br />
The idea that the third wing is from an angel wont come out of my head. Especially since the Order has warned me that the sigil is from an ancient cult that they thought had been destroyed. From what they know, the cult sought the destruction of the Balance that our Lord has created between the living and the dead. We cant let this happen!<br />
<br />
18 Uktar, year of the Wandering Fate 1478 <Br><br />
They tell me I need to find my Mother. She gave birth to me, but is she truly my Mother still?<br />
We are taught to honor life. She is the one who gave me life, and then left me to it, helpless and at its mercy. <br />
I don’t even know her name.<br />
But she isn’t the real problem. He is. All the darkness of his kind imprinted onto me. The rage. The mistrust. The fear.<br />
There are times I can feel the presence that has tainted me. The Order has shown me how to put souls to rest, but I can’t seem to rest my own. <br />
Once he is dead, maybe then I will have that peace. <br />
<br />
***Pages Missing***<br />
<br />
3 Alturiak, year of the Ageless One 1479 <Br><br />
It seems odd. I have been out of the Church for 3 months now. <br />
I have been searching for her for 3 months now and and finally I have progress! A name. Its not much, but its more than I had. <br />
My Mother’s name is Kara Lygotth.<br />
Now I just need to find her.<br />
And kill Him. (is that too hopeful?)<br />
<br />
*** Pages Missing***<br />
<br />
28 Tarsakh, year of the Ageless One 1479 <Br><br />
Lord Kelemvor works in odd ways sometimes. He is a God of the Balance, but part of me feels he may be feeling a little literal and ironic today. I have met some travelers and it seems our paths shall run together for a while.Their band is headed to Oakhurst, a village where it seems my Mother spent some time in her youth. Where the Lord seems to be having His fun with me lies in one particular of them. Raziel, an Aasimar. There is no mistaking his linage, just as there is no hiding mine. Understandably, he seems wary of me, but thats no suprise. The Order may be used to me but three months outside have quickly shown me how deep my Father’s Sin runs. <br />
<br />
29 Tarsakh, year of the Ageless One 1479 <Br><br />
Another traveler has joined us today, a stout fellow named Lodin Geryhar. He appears to be some kind of dwarf, but the largest dwarf I’ve ever seen!<br />
Raziel is continuing to keep his distance. The guide that was leading the travelers I stumbled across says that we’re making good time and should reach Oakhurst within a tenday<br />
<br />
30 Tarsakh, year of the Ageless One 1479 <Br><br />
Well, that didn’t take long. Two days of travel together and Raziel and I have already found our differences run deeper than skin. Turns out he’s not a fan of religion. A descendant of an angel who turns their back on the Gods. A descendant of a devil, who seeks their salvation in the Gods<br />
<br />
***Pages Missing***<br />
<br />
7 Mirtul, year of the Ageless One 1479 <Br><br />
We have arrived at Oakhurst! It turns out that there is a shrine to Pelor here, I shall need to go pay my respects and send a letter back to the Abbot. <Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'10" (6'6"w/Horns) <br><br />
'''Weight''': 175 <br><br />
'''Hair''': Black <br><br />
'''Eyes''': Silver <br><br />
'''Skin''': Grey/Black <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
<br />
Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
<br />
Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
<br />
Flaws= Struggles with relationship with Father. Quick to anger.<br />
<br />
* '''Sexuality''': Pansexual. Not a lot of time/experience with relationships within the Church, but can find affection depending on the person.<br />
<br />
===Racial Traits===<br />
* '''RACIAL TRAIT''': Darkvision: Thanks to your infernal heritage, 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.<br />
<br />
Hellish Resistance: You have Resistance to fire damage.<br />
<br />
Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.<br />
<br />
===Class Traits===<br />
* '''GOD/GODESS''': Kelemvor (LN)<br />
* '''DOMAIN''': The Grave<br />
* '''SIGIL''': Skeletal Arm holding Golden Scales<br />
* '''CLASS TRAIT''': You are proficient with the following items, in addition to any proficiencies provided by your race or background.<br />
<br />
Armor: Light Armor, Medium Armor, shields<br />
Weapons: simple Weapons<br />
Tools: Instrument (Pipes)<br />
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion<br />
<br />
* '''GRAVE''': Circle of Mortality -At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.<br />
<br />
Eyes of the Grave -At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.<br />
<br />
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
* '''Bonus Proficiencies''': BONUS PROFICIENCIES- (Grave) Heavy Armor.<br />
<br />
===Background Feature===<br />
* '''BACKGROUND INHERITOR''': Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion <br />
Tool Proficiencies: Your choice of a gaming set or a musical instrument <br />
Languages: Any one of your choice <br />
Equipment: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp <br />
<br />
FEATURE: Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.<br />
<br />
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.<br />
<br />
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
N/A until Lvl 4<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* ''Acrobatics'': +3<br />
* Animal Handling: +3<br />
* '''Arcana''': -1<br />
* Athletics: +3<br />
* Deception: +3<br />
* History: -1<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Insight: +3<br />
* Intimidation: +3<br />
* Investigation: -1<br />
* '''Medicine''': +3<br />
* Nature: -1<br />
* Perception: +3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: +3<br />
* Persuasion: +3<br />
* '''Religion''': +1<br />
* Slight of Hand: +3<br />
* Stealth: +3<br />
* '''Survival''': +5<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 10 days rations (20 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
10 copper<br />
9 silver<br />
1 gold <br />
0 platinum <br><br />
Sum: 90g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' modest<br />
* '''Carried Equipment''': EQUIPMENT-- Explorer's Pack- Back pack, bed roll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50ft rope<br />
Healers Kit<br />
Holy Water x2 (59 lbs)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Holy Symbol (Kelemvor)<br />
Instrument (Pipes)<br />
Total weight: ~0 lbs <br><br />
* '''Stored Equipment:''' Mace 4 lbs. L.Crossbow (20bolts) 5lbs. Handaxe x2 4lbs. Chainshirt 12lbs. Shield 6lbs.<br />
Total weight: 31lbs <br><br />
* '''Trinket''': IronWood Holy Symbol of Unknown Deity<br />
<br />
== Other Important Individuals ==<br />
* '''NPC''': <br />
Abbot Sullis Barris (53, Human Male) - joined the Order of Kelemvor after his wife and daughters died from exposure in the Long Winter. Becoming a Brother, Sullis found that he excelled at the Rites of Passage and quickly rose as a prominent Exorcist within the Order. During the Feast of the Moon 1456, Kelemvor reached out and gave Sullis a vision of a child balanced between a dark male and a woman who’s light was fading. When T’var was brought to the Order it became clear to Sullis that the child would one day be important to the Order. He kept close watch on the child and began to teach T’var the Rites of Passage. In 1473 Sullis was raised to the position of Abbot of the Order of Kelemvor at Hillsdeep.<br />
<br />
Kara Lygotth (42, Human Female) - mother. Life history not know.<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Anything you want to start and keep track of<br />
<br />
==Advancement==<br />
* To keep track of advancement- Current XP 0<br />
'''1st Level'''<br />
* Base stats: Str: 16 (+3), DEX: 16 (+3), Con: 17 (+3), INT: 9 (-9), Wis: 17 (+3), Cha: 16 (+3)<br />
'''2nd Level'''<br />
N/A<br />
<br />
'''3nd Level'''<br />
N/A</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=T%27var_Thennmar&diff=46434T'var Thennmar2018-05-08T18:07:07Z<p>Kitai306: /* Origin */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Tvarthennmar.jpg|center|350 px]]<br />
|CharacterName=T'var Thennmar<br />
|Race=Tiefling<br />
|Class=Cleric (Exorcist) Level 1<br />
|Background=Inheritor<br />
|Alignment=Neutral Good<br />
|Patron Deity=Kelemvor<br />
|Ability Scores=Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);<br> Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)<br />
|Bonus=+2<br />
|Saving Throws=<br>Str: 0, DEX: 0, Con: 0, INT: 0, Wis: +3, Cha: +3<br />
|Skills= Arcana, Medicine, Religion, Survival<br />
|Tools=Holy Symbol<br />
|Languages=Common, Infernal, Celestial <br />
|Armor=Chainshirt, Shield<br />
|Weapons= Mace, L.Crossbow, Handaxe x2<br />
|Traits=Darkvision, Hellish Resistance, Infernal Legacy. Feature: Inheritor<br />
|Armor Class= 17<br />
|Initiative=+/- 0<br />
|Speed= 30ft<br />
|Feats=FEATS<br />
|Attacks=ATTACKS<br />
|Hit Points=11<br />
|Hit Dice= 1d8<br />
|Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
|Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
|Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
|Flaws=Struggles with relationship with Father. Quick to anger.<br />
}}<br />
__NOTOC__<br />
<br />
<br />
==DOGMA==<br />
Recognize that death is part of life. It is not an ending but a beginning, nor a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor’s clerics at his side.<br><br />
<br />
==Origin==<br />
<br />
15 Uktar, year of the Wandering Fate 1478 <Br><br />
My one great sin in this life will be Killing My Father… In doing this I will be taking The Lord of the Dead’s decisions into my own hand and disrupting the flow. I may not know much of the world, but I know this to be true.<br />
<br />
What a terrible way to start a new journal…It is my birthday and all I can think about is death. Abbot Sullis tells me that writing down my thoughts will help me see the bigger plan that our Lord Kelemvor has set for us. I’m sure he’s right, the man always is it seems, but sometimes its difficult to see.<br />
Beginnings are best viewed from the beginning. So I will start myself there. My earliest memories are of skulls grinning down on me. That seems like a morbid place to grow up, but there was always joy within the Temple. Remembering those that have come before us and celebrating their lives. Back then the Abbot was only one of the Senior Brothers, but he was still a good man and able to see past the sins of my birth… Sullis was the one that convinced the Order to keep me and train me. They have never told me much of my parents. The Persists say my mother brought me to the Church just long enough to hand me over and warn them of my Father’s bloodline. Abbot Sullis says at first the only sign of him within me was my eyes; but it didn’t take long for my tail and horns to begin to show themselves. <br />
<br />
As I grew it was always Sullis’ voice that helped me along the path of our Lord and fist showed me how to ease the passing into the next world. His guidance though the rights of Shieldmeet and the Feast of the Moon taught me how it is our duty to release tortured souls into the care of Lord Kelemvor.<br />
<br />
16 Uktar, year of the Wandering Fate 1478 <Br><br />
It seems that our Lord has plans for me. Before sending me out into the world Abbot Sullis and some of the Senior Brothers took me aside saying they had things to share with me. No word of warning that they were about to change my life.<br />
It turns out my Father was more of a problem than they ever let on to me. <br />
It turns out that my Mother knew more than they told me.<br />
It turns out I have a birthright to inherit.<br />
<br />
17 Uktar, year of the Wandering Fate 1478 <Br><br />
I keep looking at the medallion the Order gave me. They say that it was my Father’s, left for me, but they don’t know why. Theres magic within it, I can feel the crackle any time it touches my skin. <br />
Running it though my fingers, I can tell the wood is old. That doesn’t even begin to scratch the surface of its mystery. It is heavy, feels more like Iron than it does wood. The carving on it is as deep and clear as if it were made new. But the thing gives a timeless feeling. <br />
Burned into the face of the medallion are three wings, one made of flame, one made of the sea, and the third torn from an angel. <br />
The idea that the third wing is from an angel wont come out of my head. Especially since the Order has warned me that the sigil is from an ancient cult that they thought had been destroyed. From what they know, the cult sought the destruction of the Balance that our Lord has created between the living and the dead. We cant let this happen!<br />
<br />
18 Uktar, year of the Wandering Fate 1478 <Br><br />
They tell me I need to find my Mother. She gave birth to me, but is she truly my Mother still?<br />
We are taught to honor life. She is the one who gave me life, and then left me to it, helpless and at its mercy. <br />
I don’t even know her name.<br />
But she isn’t the real problem. He is. All the darkness of his kind imprinted onto me. The rage. The mistrust. The fear.<br />
There are times I can feel the presence that has tainted me. The Order has shown me how to put souls to rest, but I can’t seem to rest my own. <br />
Once he is dead, maybe then I will have that peace. <br />
<br />
***Pages Missing***<br />
<br />
3 Alturiak, year of the Ageless One 1479 <Br><br />
It seems odd. I have been out of the Church for 3 months now. <br />
I have been searching for her for 3 months now and and finally I have progress! A name. Its not much, but its more than I had. <br />
My Mother’s name is Kara Lygotth.<br />
Now I just need to find her.<br />
And kill Him. (is that too hopeful?)<br />
<br />
*** Pages Missing***<br />
<br />
28 Tarsakh, year of the Ageless One 1479 <Br><br />
Lord Kelemvor works in odd ways sometimes. He is a God of the Balance, but part of me feels he may be feeling a little literal and ironic today. I have met some travelers and it seems our paths shall run together for a while.Their band is headed to Oakhurst, a village where it seems my Mother spent some time in her youth. Where the Lord seems to be having His fun with me lies in one particular of them. Raziel, an Aasimar. There is no mistaking his linage, just as there is no hiding mine. Understandably, he seems wary of me, but thats no suprise. The Order may be used to me but three months outside have quickly shown me how deep my Father’s Sin runs. <br />
<br />
29 Tarsakh, year of the Ageless One 1479 <Br><br />
Another traveler has joined us today, a stout fellow named Lodin Geryhar. He appears to be some kind of dwarf, but the largest dwarf I’ve ever seen!<br />
Raziel is continuing to keep his distance. The guide that was leading the travelers I stumbled across says that we’re making good time and should reach Oakhurst within a tenday<br />
<br />
30 Tarsakh, year of the Ageless One 1479 <Br><br />
Well, that didn’t take long. Two days of travel together and Raziel and I have already found our differences run deeper than skin. Turns out he’s not a fan of religion. A descendant of an angel who turns their back on the Gods. A descendant of a devil, who seeks their salvation in the Gods<br />
<br />
***Pages Missing***<br />
<br />
7 Mirtul, year of the Ageless One 1479 <Br><br />
We have arrived at Oakhurst! It turns out that there is a shrine to Pelor here, I shall need to go pay my respects and send a letter back to the Abbot. <Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'10" (6'6"w/Horns) <br><br />
'''Weight''': 175 <br><br />
'''Hair''': Black <br><br />
'''Eyes''': Silver <br><br />
'''Skin''': Grey/Black <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.<br />
<br />
Ideals=The natural flow of life and death. Honor the dead and aid the living.<br />
<br />
Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis<br />
<br />
Flaws= Struggles with relationship with Father. Quick to anger.<br />
<br />
* '''Sexuality''': Pansexual. Not a lot of time/experience with relationships within the Church, but can find affection depending on the person.<br />
<br />
===Racial Traits===<br />
* '''RACIAL TRAIT''': Darkvision: Thanks to your infernal heritage, 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.<br />
<br />
Hellish Resistance: You have Resistance to fire damage.<br />
<br />
Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.<br />
<br />
===Class Traits===<br />
* '''GOD/GODESS''': Kelemvor (LN)<br />
* '''DOMAIN''': The Grave<br />
* '''SIGIL''': Skeletal Arm holding Golden Scales<br />
* '''CLASS TRAIT''': You are proficient with the following items, in addition to any proficiencies provided by your race or background.<br />
<br />
Armor: Light Armor, Medium Armor, shields<br />
Weapons: simple Weapons<br />
Tools: Instrument (Pipes)<br />
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion<br />
<br />
* '''GRAVE''': Circle of Mortality -At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.<br />
<br />
Eyes of the Grave -At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.<br />
<br />
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
* '''Bonus Proficiencies''': BONUS PROFICIENCIES- (Grave) Heavy Armor.<br />
<br />
===Background Feature===<br />
* '''BACKGROUND INHERITOR''': Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion <br />
Tool Proficiencies: Your choice of a gaming set or a musical instrument <br />
Languages: Any one of your choice <br />
Equipment: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp <br />
<br />
FEATURE: Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.<br />
<br />
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.<br />
<br />
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
N/A until Lvl 4<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* ''Acrobatics'': +3<br />
* Animal Handling: +3<br />
* '''Arcana''': -1<br />
* Athletics: +3<br />
* Deception: +3<br />
* History: -1<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Insight: +3<br />
* Intimidation: +3<br />
* Investigation: -1<br />
* '''Medicine''': +3<br />
* Nature: -1<br />
* Perception: +3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: +3<br />
* Persuasion: +3<br />
* '''Religion''': +1<br />
* Slight of Hand: +3<br />
* Stealth: +3<br />
* '''Survival''': +5<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 10 days rations (20 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
10 copper<br />
9 silver<br />
1 gold <br />
0 platinum <br><br />
Sum: 90g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' modest<br />
* '''Carried Equipment''': EQUIPMENT-- Explorer's Pack- Back pack, bed roll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50ft rope<br />
Healers Kit<br />
Holy Water x2 (59 lbs)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Holy Symbol (Kelevmor)<br />
Instrument (Pipes)<br />
Total weight: ~0 lbs <br><br />
* '''Stored Equipment:''' Mace 4 lbs. L.Crossbow (20bolts) 5lbs. Handaxe x2 4lbs. Chainshirt 12lbs. Shield 6lbs.<br />
Total weight: 31lbs <br><br />
* '''Trinket''': IronWood Holy Symbol of Unknown Deity<br />
<br />
== Other Important Individuals ==<br />
* '''NPC''': <br />
Abbot Sullis Barris (53, Human Male) - joined the Order of Kelemvor after his wife and daughters died from exposure in the Long Winter. Becoming a Brother, Sullis found that he excelled at the Rites of Passage and quickly rose as a prominent Exorcist within the Order. During the Feast of the Moon 1456, Kelemvor reached out and gave Sullis a vision of a child balanced between a dark male and a woman who’s light was fading. When T’var was brought to the Order it became clear to Sullis that the child would one day be important to the Order. He kept close watch on the child and began to teach T’var the Rites of Passage. In 1473 Sullis was raised to the position of Abbot of the Order of Kelemvor at Hillsdeep.<br />
<br />
Kara Lygotth (42, Human Female) - mother. Life history not know.<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Anything you want to start and keep track of<br />
<br />
==Advancement==<br />
* To keep track of advancement- Current XP 0<br />
'''1st Level'''<br />
* Base stats: Str: 16 (+3), DEX: 16 (+3), Con: 17 (+3), INT: 9 (-9), Wis: 17 (+3), Cha: 16 (+3)<br />
'''2nd Level'''<br />
N/A<br />
<br />
'''3nd Level'''<br />
N/A</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46425Raziel2018-05-08T04:41:11Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:RazielLostTimelines.jpg|center|250 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46423Raziel2018-05-08T04:40:04Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=RazielLostTimelines.jpg<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=File:RazielLostTimelines.jpg&diff=46422File:RazielLostTimelines.jpg2018-05-08T04:39:43Z<p>Kitai306: </p>
<hr />
<div></div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46389Raziel2018-05-06T00:29:32Z<p>Kitai306: /* Racial Traits */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46388Raziel2018-05-06T00:28:44Z<p>Kitai306: /* Appearance */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': Male <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* speed +30, Darkvision 60 feet, CHA +2, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46387Raziel2018-05-06T00:22:12Z<p>Kitai306: /* Theme Song */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br><br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': MALE <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* speed +30, Darkvision 60 feet, CHA +2, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46386Raziel2018-05-06T00:22:02Z<p>Kitai306: /* Raziel's Journal */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br />
==[[Raziel's Journal]]==<br />
<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': MALE <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* speed +30, Darkvision 60 feet, CHA +2, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel%27s_Journal&diff=46385Raziel's Journal2018-05-06T00:21:47Z<p>Kitai306: New page: I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</p>
<hr />
<div>I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46384Raziel2018-05-05T22:51:39Z<p>Kitai306: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=See left for detailed traits<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br />
==[[Raziel's Journal]]==<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': MALE <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* speed +30, Darkvision 60 feet, CHA +2, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306https://www.oakthorne.net/wiki/index.php?title=Raziel&diff=46383Raziel2018-05-05T22:39:08Z<p>Kitai306: New page: {{DND5CharacterSheet |Image=350 px |CharacterName=Raziel |Race=Protector Aasimar |Class=Warlock Level 1 |Background=Far Traveler |Alignment=Neutral |Patron Dei...</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:sherman.jpg|center|350 px]]<br />
|CharacterName=Raziel<br />
|Race=Protector Aasimar<br />
|Class=Warlock Level 1<br />
|Background=Far Traveler<br />
|Alignment=Neutral<br />
|Patron Deity=None<br />
|Factions=None<br />
|Ability Scores=Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);<br> Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)<br />
|Bonus= +2<br />
|Saving Throws=<br>Str: 0, DEX: 1, Con: 1, INT: 2, Wis: 3, Cha: 6<br />
|Skills=Arcana, Insight, Perception, Religion<br />
|Tools=Dice set<br />
|Languages=Common, Celestial, Elvish<br />
|Armor=Light<br />
|Weapons=Simple<br />
|Traits=<br />
|Armor Class= 12<br />
|Initiative= +1<br />
|Speed= 30 Feet<br />
|Feats= None<br />
|Attacks= Eldritch Blast (ranged spell attack / 1d10 force damage)<br />
|Hit Points= 9<br />
|Hit Dice= 1d8<br />
|Personality= Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
|Ideals= To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.<br />
|Bonds= The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.<br />
|Flaws= Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?<br />
}}<br />
__NOTOC__<br />
''QUOTE''<br><br />
-UNKOWN<br />
<br />
==Theme Song==<br />
<br />
==[[Raziel's Journal]]==<br />
I've arrived in the town of Oakhurst. With luck there might be a clue in this town or the area that can point me in a new direction.<br><br />
<br />
==Origin==<br />
I was born an orphan in a small city. My mother died in childbirth; I never knew her. And since she had only recently arrived in the city before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was!), and she was comely.<br />
<br />
I never knew a single guardian or parent. I was passed around a small district of the city. A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the river the day I was born. I hate people.<br />
<br />
I left "home" when I was 16? 15 maybe? I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. But I survived. I made it to a larger city and was able to barter on my heritage for education that I never could have received where I was born. I know I have angels in my line somewhere. I hoped by studying religion that I could find faith. That I could find family. All I found was... pettiness. "Gods" that were no more divine in their actions that any person I've ever met. I don't... I just do not understand the faith in these things that the priests can extol. It's garbage. But I admit it works. You can't deny the powers wielded by the faithful.<br />
<br />
Speaking of power... I don't know exactly when I turned away from religious pursuits. But my disenchantment with them was clear at some point. I've had strange dreams lately. Felt pushed...someplace. A few months ago I followed one without thinking. I came to a starlit grotto. Strange writing on the wall called to me. A contract. A pact. A promise to help seekers find in return for finding for the Seeker. I don't know who this Seeker is. But if he could help me find my mother's people, my father's identity... then I could seek for him what it's looking for. I performed the rite; I made the sacrifice. I committed to her, The Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.<br />
<Br><br />
<br />
==Appearance==<br />
'''Sex''': MALE <br><br />
'''Height''': 5'8" <br><br />
'''Weight''': 160 <br><br />
'''Hair''': Copper <br><br />
'''Eyes''': Amethyst <br><br />
'''Other''': Fair skinned - silver dusted in appearance <br><br />
<br />
==Traits==<br />
===Personality Traits===<br />
* Duplicity and deceit are the lowest form of disrespect. I will not participate in them.<br />
* Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.<br />
* '''Sexuality''': Homosexual / non-romantic<br />
<br />
===Racial Traits===<br />
* speed +30, Darkvision 60 feet, CHA +2, necrotic & radiant damage resistance, <i>Light</i> cantrip<br />
* <i>Healing Hands</i> ability - once per long rest, touch to heal creature a number of hit points equal to current level<br />
* <i>Radiant Soul</i> ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed<br />
<br />
===Class Traits===<br />
* <i>Shield Aurora</i> ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
* <i>Pact of the Chain</i> - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.<br />
* <i>Astral Refuge</i> - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.<br />
* <i>Far Wanderer</i> - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.<br />
* <i>Astral Sequestration</i> - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.<br />
* '''Bonus Proficiencies''': Arcana, Religion<br />
<br />
===Background Feature===<br />
* Background: Far Traveler<br />
* '''Bonus Proficiencies''': Insight, Perception<br />
<br />
==Feats==<br />
'''FEAT:'''<br />
<br />
==Skill==<br />
{|<br />
| valign="top" width=30% | <br />
* Acrobatics: 1<br />
* Animal Handling: 1<br />
* <b>Arcana:</b> 4<br />
* Athletics: 0<br />
* Deception: 4<br />
* History: 2<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* <b>Insight:</b> 3<br />
* Intimidation: 4<br />
* Investigation: 2<br />
* Medicine: 1<br />
* Nature: 2<br />
* <b>Perception:</b> 3<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=30%; |<br />
* Performance: 4<br />
* Persuasion: 4<br />
* <b>Religion:</b> 4<br />
* Slight of Hand: 1<br />
* Stealth: 1<br />
* Survival: 1<br />
|}<br />
<br />
==Resources==<br />
* '''Rations''': 0 days rations (0 lbs)<br />
* '''Moneys''':<br><br />
''Current'':<br><br />
0 Amathysts = 100g<br><br />
0 Onyx = 50g <br><br />
0 Rhodochrosite = 10g <br><br />
5g 0s 0c<br><br />
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)<br />
* '''Lifestyle:''' Modest<br />
* '''Carried Equipment''':<br />
Arcane Focus - Crystal (1)<br />
Leather armor (1)<br />
Clothes, traveler’s (1)<br />
<br />
Crossbow bolt (20)<br />
<br />
Backpack (1)<br />
Book (1)<br />
Parchment (10)<br />
Ink pen & Ink (1)<br />
Bag of Sand (1)<br />
Knife, Small (1)<br><br />
<br />
*'''Misc. Equipment''':<br><br />
Total weight: 0 lbs <br><br />
* '''Stored Equipment:'''<br><br />
* '''Trinket''': <br />
<br />
== Other Important Individuals ==<br />
<br />
==Projects, Goals and/or Downtime==<br />
* Searching for information about heritage<br />
<br />
==Advancement==<br />
* To keep track of advancement<br />
'''1st Level'''<br />
* Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)<br />
'''2nd Level'''<br />
<br />
'''3nd Level'''</div>Kitai306