Orion Despri

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Orion of the House De'spri
Orion-despri.jpg
Race: Human, Class: Druid 6
Background: Waterdhavian Noble, Alignment: Chaotic Good
Patron Deity: Chauntea, the Great Mother
Factions: Harpers 5, House De'spri 2
Ability Scores
Strength 10 (+0), Dexterity 14 (+2), Constitution 16 (+3);
Intelligence 10 (+0), Wisdom 18 (+4), Charisma 8 (-1)
Proficiencies
Bonus: x
Saving Throws: Intelligence & Wisdom
Skills: Arcana +3, Insight +7, Medicine +7, Nature +3, Perception +7, Performance +2
Tools: Alchemist's Supplies, Herbalism Kit
Languages: Common, Druidic, Elvish, Sylvan
Armor: Light, Medium, Shields
Weapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Traits
Druid Circle (Circle of the Moon), Wild Shape, Combat Wild Shape, Primal Strike
Feats
Durable
Combat
Attacks:Scimitar: +5, 1d6+2• Quarterstaff: +3, 1d6 (1d8)• Sickle of Warning: +3, 1d4• Crossbow, Light: +2, 1d8+2• Ice Knife: +7, 1d10
Armor Class: 14 (breastplate),+1 Cloak of Protection, +2 Shield, Initiative: +2, Speed: 30 ft
Hit Points: 56, Hit Dice: 6d8
Social
Personality Traits: I take great pains to always look my best and follow the latest fashions.
Ideals: Independence. I must prove that I can handle myself without the coddling of my family.
Bonds: Nothing is more important than the other members of my family.
Flaws: I secretly believe that everyone is beneath me.
Character Relevant Links

Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local NeighborhoodDusken Glade Inn • RivalsHouse De'spriWoodfaunsShrines of Nature
Campaign Info: House RulesGroup Treasury

Appearance

Age: 28
Gender: Cisgender Male
Height: 6'
Weight: 190 lbs
Hair: Brown
Eyes: Brown
Skin: Year round fabulous tan, no tan lines

Traits

Racial Traits

  • Ability Score Increase: +1 to all ability scores, Dexterity +1, Wisdom +1
  • Languages: Common, Druidic, Elvish, Sylvan
  • Skills: You gain proficiency in one skill of your choice - Medicine
  • Feat: You gain one feat of your choice.
    • Durable
      • Increase your Constitution score by 1, to a maximum of 20.
      • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Druid Features

  • Proficiencies:
    • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
    • Tools: Herbalism kit
    • Saving Throws: Intelligence, Wisdom
    • Skills: Arcana, Perception
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
  • Wild Shape: You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
  • Druid Circle: Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

    • Combat Wild Shape: You have the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    • Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. You can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
    • Primal Strike: Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Ability Score Improvement: Wisdom +2

Waterdhavian Noble Background Traits

You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.

  • Skill Proficiencies: Nature, Insight
  • Tools: Alchemist's Supplies
  • Languages: Sylvan
  • Position of Privilege:
    • Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Harper Faction Traits

Rank: 2 • Role: Harpblade • Titles: None

Harper Pins
Wondrous Item, rare (attunement)
Harper-pin.jpg

Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.

  • Basic Abilities: No rank. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
  • Rank 1. The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
  • Rank 2. In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring. Harpers with some experience can learn to invest their pins with a fragment of personality. Instead of causing mind-reading to simply fail (which is suspicious), they can cause the pin to "loop" a set of thoughts of their choice, usually setting a cycle of thoughts appropriate to their current cover story. A pin's thought loop can be reset during a short rest.
    • Renown 5. The pin is capable of playing a counter-tune when the attuned Harper encounters spells that would charm them, granting the bearer advantage on all saves against such spells and abilities. The pin also drinks in the power behind magic missiles, rendering the bearer immune to them. Either of these effects cause a shapechanged pin to revert to its normal, harp-and-moon shape.
    • Renown 6. The pin protects the bearer from electrical attacks, granting resistance to lightning damage. This effect causes a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 3. A shapechanged pin is now immune from reverting to its normal shape by any means.

Harper (Rank 2)

  • Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
  • Song Training: By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well.
  • Harper's Pin: Fully acknowledged agents of the Harpers receive a Harpers pin magic item (see sidebar).
  • Harper Cell: Harper agents are frequently put into a cell structure, giving them the support of allies without endangering the entire organization should they be compromised.
  • Harper Lore: Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. These spells may be considered to be added to the spell-list of the character.
  • Harper Trainers: Harpers make a point of providing access to training for its newer operatives. This includes tool proficiencies, languages, and Exploits; Harpers of this rank pay only half the normal cost for that training.
  • Magic Access: Harpers can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.
  • Mentor: Full Harpers can bring others into the Harpers by acting as their sponsors. They are considered entirely responsible for their apprentices until such time as those apprentices are considered full Harpers themselves.

Role: Harpblade

Warriors and tacticians, harpblades are front-line fighters ready to come to the defense of Those Who Harp. Despite the name, anyone who is ready to defend their own - whether they use sword or spell - can operate as a harpblade.

  • Harpblade (Rank 2): A newly-made harpblade is expected to focus on their fighting skills, for you will be expected to put your life on the line for Harper goals almost immediately. Choose one Exploit from among the following 1st rank Exploits: Battlefront Shift or Heroic Effort.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spell Slots

1st Level O O O O

2nd Level O O O

3rd Level O O O

4th Level O

Feats

  • Durable:
    • Increase your Constitution score by 1, to a maximum of 20.
    • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Resources

  • Coins: x cp • x sp • x ep • xx gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Cloak of Protection: You gain a +1 bonus to AC and saving throws while you wear this cloak..
  • Sickle of Warning: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


Equipment

Carried Equipment

  • In Hand: XX
  • Worn: Cloak of Protection, a Harper pin, XX
  • Belt: xx
  • Backpack: xx

Alchemical Formulary

Common Formulas

  • Alchemical cosmetics kit: 25gp/kit. Fine quality alchemical cosmetics and remover; one kit lasts months.
  • Alchemical dye: 5gp/bottle (20 doses). Mix with vinegar and water to dye all manner of goods. Color chosen when created.
  • Alchemical glue: 10gp - 20gp/bottle (10 doses). Sets in one round; DC to break bond is based on price: DC 16 (10gp), DC 18 (15gp), or DC 20 (20gp).
  • Alchemical ink, black: 8gp/bottle. Strong, fine black ink; enough for writing hundreds of pages.
  • Cleaning agents: 1gp/bottle (5 doses). Simple, clean-smelling cleaning agents.
  • Drunkard's head remedy: 1gp/packet (5 doses). Dose added to hot water eliminates hangover, but causes extreme hunger.
  • Emetic elixir: 2gp/bottle (10 doses). Consuming causes vomiting (DC 10 Con save to avoid, +1 per round)
  • Hair dye: 1gp/packet (5 doses). Permanent alteration to hair color; may be created with catalyst to allow it to be washed out.
  • Pain relief elixir: 5gp/bottle (20 doses). Reduces pain and inflammation, and causes unconsciousness.
  • Scar and blemish remover ointment: 1gp/jar (10 doses). Long-term application removes discoloration and scars; short-term application causes bruises and other marks to fade.
  • Sleep aid elixir: 1gp/bottle (20 doses). Causes sleep, and disadvantage on Perception to notice disturbances in environment.
  • Smoke bomb: 25gp/bomb. When broken, creates 20' radius smoke, causing heavy obscurity for 5 minutes or until a wind of moderate or higher speed dissipates it.
  • Smokestick: 5gp/stick. Creates rising smoke in a 10' x 10' area; can determine the color of smoke at creation.

Uncommon Formulas=

  • Acid: 25gp/vial. Target struck by vial takes 2d6 acid damage.
  • Alchemist's fire: 50gp/vial. Target struck by vial bursts into flame, taking 1d4 damage per turn; may extinguish with an action to take a DC 10 Dexterity save.
  • Darkeye oil: 15gp/bottle (5 doses). Reverses lighting conditions (full dark is illuminated normally, full light is heavily obscured); DC 16 Dex save to avoid blindness if exposed to full sunlight. (Can also use this formula to create an oil to reverse it, for 20gp per bottle.)
  • Suregrip: 20gp/jar (5 doses). Grants advantage on checks that benefit from tighter grip, including climbing, grappling, and saves to avoid being disarmed. Lasts for one hour.

Rare Formulas

  • Cognitive elixir: 50gp/vial. Grants advantage on first Intelligence check within the next hour.

Stored Equipment

  • xx

Lifestyle

  • Wealthy: (4 gp/day).

Downtime Actions

Downtime: 19/80 days

  • Work (For House for Greengrass): 10 days. Earned 20gp. Complication? No.
  • Crafting (Healing Potions): 2 days + 50gp. Created two healing potions. Complication? No.
  • Crafting (alchemical, dark eye oil): 3 days + 15gp. Created two dark eye oils. Complication? No.
  • Crafting (alchemical, suregrip): 4 days + 20gp. Created two suregrip. Complication? No.

Backstory

I grew up as the second born son of Lelar and Jondyrinne De’spri. A prominent noble family known for their exquisite perfumes, cosmetics, potion and herb shops. We practically have a monopoly on the market. The motto of our House is “Working with Nature”. We pride ourselves on having a long lineage of talented Druids that work with nature to help society. That’s my role in the family. Being the second born, I didn't have as much pressure as my older brother Rirlond, so my role in the family wasn't clear until a few months ago. My job was to prove to the world that the De’spri line is still in right relations with nature through my studies as a druid. Before these powers manifested themselves at the Chauntea temple, I was very lost. Not very good at anything besides studying and music (I'm an accomplished Flute player), I wasn't very useful to the family. I was very shy for a long time and kept to myself, because I am secretly gay. Because of my high profile as the “mascot” of the De’spri family I never felt I could come out and I couldn't handle any more disapproval from father.

I get along very well with My Mom and younger siblings (Niona and Thomor), but my father is very intense and a perfectionist. I never felt I was good enough for him, which only pushed me harder academically, but further into the closet. “Be the best” is all he ever gave me. Niona and Thomor and myself could never be as good as Rirlond, thus we often shared the burden of Dad’s harsh words. He was so busy pushing the De’spri line of shops and goods that he often neglected us. Now all that's changed since finding about the dark secret of my family.

My first group of friends I've only known for the last 4 months. My crew, the wall flowers, are a group of noble druids like myself that often get together to throw shade at other nobles who are into the "high society" life. We are, as the name says, wall flowers on the sidelines at balls, don't really care much about building prestige, and enjoy spending time studying the druidic arts together.

What pushed me to become a harper was my chance meeting with Eldroth Karn. He warned me of the shadow side of my family’s business, how we weren’t in right relationship with the land. As I sat in prayer with Chauntea and Silvanus, they confirmed that what Eldroth was saying was true. Last winter, while helping search the woods near the family's Ardeep Lodge, I discovered a horrible secret: a strange tent, with alchemical apparati dug deep into an oak tree, extracting the strange essence that was the heart of my family's newest line of perfume. The dryad within showed herself to me, crying out in agony, begging me for help. I fled, but told Eldroth Karn. He assured me that he'd make sure someone did something, and recruited me into the Harpers.

Important Individuals

Eldroth-karn.jpg
Eldroth Karn
Harper Mentor
xxx
Lelar-despri.jpg
Jondyrinne-despri.jpg
Lelar and Jondyrinne De'spri
Parents
xxx
Rirlond-despri.jpg
Rirlond De'spri
Older Brother and House Heir
xxx
Niona-despri.jpg
Thomor-despri.jpg
Niona and Thomor De'spri
Younger Sister and Brother
Denabria-faez.jpg
Zavelinda.jpg
Denabria Faez and Zavelinda
Harper Handlers
xxx
xxx • xxx