Difference between revisions of "Aeolus Broadleaf"

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(New page: {{DND5CharacterSheet |Image=center|350 px |CharacterName=Aeolus Broadleaf |Race=Firbolg |Class=Druid (Circle of Dreams) |Background=Hermit |Alignment= Chaotic Good ...)
 
 
(30 intermediate revisions by the same user not shown)
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|Background=Hermit
 
|Background=Hermit
 
|Alignment= Chaotic Good
 
|Alignment= Chaotic Good
|Patron Deity=  
+
|Patron Deity= Hiatea
 
|Factions= None • '''Associations:''' The Radical Fey
 
|Factions= None • '''Associations:''' The Radical Fey
 
|Ability Scores=Strength 16 (+3), Dexterity 17 (+3), Constitution 14 (+2);<br> Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
 
|Ability Scores=Strength 16 (+3), Dexterity 17 (+3), Constitution 14 (+2);<br> Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
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|Armor= Light, Medium (druids will not wear armor or use shields made of metal)
 
|Armor= Light, Medium (druids will not wear armor or use shields made of metal)
 
|Weapons= Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
 
|Weapons= Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
|Traits= Hidden step, Powerful build, Speech of beast and leaf,  
+
|Traits= Hidden step, Powerful build, Speech of beast and leaf, Firbolg Magic (Detect Magic, Disguise Self)
 
|Attacks=• ''Unarmed Strike:'' +7, 4''Scimitar:'' +7, 1d6+3, ''Dagger:'' +7, 1d4+3, '
 
|Attacks=• ''Unarmed Strike:'' +7, 4''Scimitar:'' +7, 1d6+3, ''Dagger:'' +7, 1d4+3, '
 
|Armor Class= 14/16/19
 
|Armor Class= 14/16/19
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|Speed=30 ft
 
|Speed=30 ft
 
|Feats=Empathic
 
|Feats=Empathic
|Hit Points=73
+
|Hit Points=76
 
|Hit Dice=10d8
 
|Hit Dice=10d8
 
|Personality=• I am working on a grand philosophical theory and love sharing my ideas. •  I feel tremendous empathy for all who suffer.
 
|Personality=• I am working on a grand philosophical theory and love sharing my ideas. •  I feel tremendous empathy for all who suffer.
 
|Ideals=• Greater Good. My gifts are meant to be shared with all, not used for my own benefit.• Free Thinking. Inquiry and curiosity are the pillars of progress.  
 
|Ideals=• Greater Good. My gifts are meant to be shared with all, not used for my own benefit.• Free Thinking. Inquiry and curiosity are the pillars of progress.  
|Bonds=• Nothing is more important than the other members of my hermitage, order, or association.
+
|Bonds=• Nothing is more important than the other members of my tribe.
 
|Flaws=• Now that I’ve returned to the world, I enjoy its delights a little too much.
 
|Flaws=• Now that I’ve returned to the world, I enjoy its delights a little too much.
 
}}
 
}}
 
__NOTOC__
 
__NOTOC__
<div style="float: center; width: 250px; border: 1px black solid; margin: 5px; padding: 5px;">
+
 
<div style="text-align: center; font-size: 150%">Useful Links</div>
+
"'''Prakt, Strev, Rang, glang byrd.'''
* [[D&D5e Downtime#Running a Business|Running a Business]] • [[Blackstaff Tower House Rules|House Rules]]
+
(Bravery, Effort, and Honor over birth.)
* [[Lazy Dragon]] Inn ([[Old Temple]]) • [[Smiling Siren]] ([[Northern Street of Silver]]) • [[Castle Ward of Waterdeep|Castle Ward]]
+
 
* [[City Watch of Waterdeep|The Watch]] • [[Nobility of Waterdeep|Nobility]]
+
'''Stomm rang glang du.'''
* [[Waterdhavian Gangs|The Gangs]] • [[Gangs of Waterdeep Target Gangs|Current Target Research]]
+
(The tribe's honor above your honor.)
</div>
+
 
''If you prick us do we not bleed? If you tickle us do we not laugh? If you poison us do we not die? And if you wrong us shall we not revenge?'' -A famous bard.
+
'''Blod ettin er blod kong.'''
 +
(The blood of a runt is the blood of a king.)
 +
 
 +
'''Gi tusen val nul.'''
 +
(Give one thousand for nothing.)
 +
 
 +
'''Trut zund stommpaart.'''
 +
(Truth is the honor of the tribe)." - Firbolg Code
 +
 
 +
''Without self-expression, life lacks spontaneity and joy. Without service to others, it lacks meaning and purpose.'' - Helryth Hey, founder of the Radical Fey
  
 
==Appearance==
 
==Appearance==
[[Image:Randischain.jpg|left|thumb|Chain shirt]] [[Image:mohawk.jpg|left|thumb|Short mohawk]] [[Image:randisfine.jpg|left|thumb|Fine clothing]] [[Image:randiscoat.jpg|left|thumb|Coat of Protection]] [[Image:randisyoung.jpg|left|thumb|Ice blue eyes]] [[Image:randis2.jpg|left|thumb|Having some ale]]  
+
[[Image:Broadleaf5.jpg|left|thumb|]] [[Image:Broadleaf6.jpg|left|thumb|]] [[Image:Firbolg1.jpg|left|thumb|]] [[Image:Radicalfey.jpg|left|thumb|]] [[Image:Broadleaf2.jpg|left|thumb|]]  
'''Age''': 22 <br>
+
'''Age''': 42 <br>
 
'''Gender''': Cisgender Male <br>
 
'''Gender''': Cisgender Male <br>
'''Height''': 5'8" <br>
+
'''Height''': 7'10" <br>
'''Weight''': 170 lbs <br>
+
'''Weight''': 380 lbs <br>
'''Hair''': White, sometimes dyed other colors. Often has a mohawk.<br>
+
'''Hair''': Auburn hair and beard.<br>
'''Eyes''': Ice blue<br>
+
'''Eyes''': Hazel/gold<br>
  
Randis appears outwardly as a young, beautiful boy.  Smooth skin covered in tattoosSlightly pointed ears. White hair that is always worn short, sometimes as a mohawk, often colored. Brilliant ice blue eyes that hide a deep well of anger laying just beneath the surface.  When acting as a dirgest or soft trader, he will frequently wear fine clothes, often all black,  that give the air of nobility.  When acting as Shar's Spirit of Vengeance or when heading into a fight it's all black leather and chain mail.  He will wear a a black chain shirt, leather breeches, and his black leather coat of protection.
+
Aeolus has a large, solid muscular frame with light blue skin that is covered in a light covering of auburn hairHe has reddish brown shoulder length hair and a full beard of the same color. He seldom wears many clothes, often preferring to go shirtless, with only a leather harness and a cloak, and a fur loin cloth or breeches. He will often go barefoot, choosing no footwear at all. When in public, or around round groups of people, Aeolus will often use the Firbolg's inborn Disguise Self magical ability to appear in "drag" as either a tall elf, half-elf, or human.  He appears to wear similar attire to what he would normally wear, although with footwear, but will have fun expressing himself in different ways as different races with different features.  
  
 
==Traits==
 
==Traits==
 
===Personality Traits===
 
===Personality Traits===
* I always have a plan for what to do when things go wrong.
+
* I am working on a grand philosophical theory and love sharing my ideas.
* I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
+
* I feel tremendous empathy for all who suffer.
* Whenever I come to a new place, I collect local rumors and spread gossip.
 
* I’ll settle for nothing less than perfection
 
* If you do me an injury, I will crush you and seek revenge.
 
  
 
'''Ideals''':  
 
'''Ideals''':  
* ''Retribution'': Those who betray or do harm to others deserve to be punished.
+
* ''Greater Good'': My gifts are meant to be shared with all, not used for my own benefit.
* ''Aspiration'': I seek to prove myself worthy of Shar’s favor by being her Spirit of Vengeance.
+
* ''Free Thinking'': Inquiry and curiosity are the pillars of progress.
* ''Honesty'': Art should reflect the soul; it should come from within and reveal who we really are.
 
* ''Faith'': I trust that Shar will guide my actions. If I am faithful to her she will give me power.
 
* ''Greed'': I will do whatever it takes to become wealthy and accepted as nobility.
 
  
 
'''Bonds''':
 
'''Bonds''':
* I will someday get revenge on my mother for abandoning me and the grey-cloaked elves that killed my father.
+
* Nothing is more important than the other members of my tribe.
* I come from a noble family, and one day I’ll reclaim my rightful title.
 
* I feel a kinship to other Half-Elves
 
  
 
'''Flaws''':  
 
'''Flaws''':  
* I will never fully trust anyone other than myself.
+
* Now that I’ve returned to the world, I enjoy its delights a little too much.
* I do not trust elves and strongly dislike most I meet.
 
* I killed a fellow cleric of Shar as an act of revenge for a friend. If this secret were to be revealed it would make life difficult for me within Shar’s church.
 
* I judge others harshly.
 
  
 
'''Sexuality''':  
 
'''Sexuality''':  
Romantically I am gay.  I seek relationships with and fall in love with other males.  Sexually, I am hetero/homo-flexible. Seeking and providing pleasure is what brings in the coinI will bottom for coin, but I am a passionate top when the situation warrants it. Nothing is too kinky or taboo for my patrons, but in a relationship I am surprisingly vanilla.
+
Romantically Aeolus is gay.  He seeks relationships with and falls in love with other males.  Sexually, He is hetero/homo-flexible. Seeking and experiencing pleasure is something that connects individuals to the Sacred and is an important.  Sexuality is an important part of self-expression.   
 +
 
 +
===Firbolg Traits===
 +
* Wisdom increases by 2, Strength increases by 1
 +
* Powerful Build: Aeolus counst as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
 +
* Hidden Step: As a bonus action, Aeolus can magically turn invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw. Once he uses this trait, he can’t use it again until he finishes a short or long rest.
 +
* Speech of Beast and Leaf: Aeolus has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of his words, though he has no special ability to understand them in return. He has advantage on all Charisma checks he makes to influence them.
 +
* ''Firbolg Magic'':
 +
- Detect Magic
 +
 
 +
- Disguise Self: When he uses this version of disguise self, Aeolus can seem up to 3 feet shorter than normal, allowing him to more easily blend in with humans and elves.
 +
 
 +
===Druid Features===
 +
'''Proficiencies'''
  
===Half-Elf Traits===
+
''Armor'': Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
* Charisma increased by 2 and two other traits increased by 1 (Dexterity, Wisdom)
 
* Darkvision 60'
 
* ''Fey Ancestry'':  
 
- Advantage on saving throws against being charmed
 
- Magic can't put me to sleep
 
* Skill Versatility: Proficiency in 2 skills (Persuasion, Stealth)
 
  
===Cleric Features===
+
''Weapons'': Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
'''Starting Cleric'''
 
  
''Armor'': light armor, medium armor, shields
+
''Skills'': Nature, Perception
  
''Weapons'': Simple weapons
+
''Saving Throws'': Intelligence, Wisdom
  
''Skills'': Insight, Persuasion
+
''Tools'': Herbalism kit
  
  
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''Cantrips'': 4
 
''Cantrips'': 4
  
''Prepared Spells'': 8
+
''Prepared Spells'': 15
 +
 
 +
''Spell save DC'': 17
  
''Spell save DC'': 14
+
''Spell attack modifier'': +9
  
''Spell attack modifier'': +6
+
''Spellcasting focus'': Kal'Hirol Pendant
  
''Spellcasting focus'': Holy symbol (Amulet of black disk with purple border)
 
  
 +
===Wild Shape===
  
'''Channel Divinity'''
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Aeolus can use his action to magically assume the shape of various beasts.
 +
- He can use this feature twice and regains expended uses when he finishes a short or long rest.
 +
- He can stay in a beast shape for 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies.
  
''Turn Undead''
+
'''Known Beast Shapes''':
 +
* Scorpion
 +
* Weasel
 +
* Crag Cat
 +
* Brown Bear
 +
* Eagle
 +
* Giant Octopus
 +
* Reef Shark
 +
* Constrictor Snake
 +
* Jaculi
 +
* Giant Wolf Spider
 +
* Dire Wolf
  
''Destroy Undead'': CR 1/2 or lower
+
- To acquire new beast shapes Aeolus has two options.
 +
* Observation: He learns the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, his vantage point - whether physical or magical — must be within 150 feet of the beast. If he previously spent at least 1 hour reading a scholarly work about the creature, he has advantage on the check.
  
===Death Domain Features===
+
* Interaction. He learns the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, he must be within 15 feet of the beast, and if he spends at least a minute petting it, he hasadvantage on the check.
'''Death Domain Spells''' (always prepared, in addition to cleric spells):
 
  
False Life, ray of sickness, blindness/deafness, ray of enfeeblement, animate dead, vampiric touch
+
- Either of these options may be assisted by magic.
  
 +
===Druid Circle: Circle of Dreams===
  
'''Bonus Proficiency''': Proficiency with martial weapons
+
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.
  
 +
'''Balm of the Summer Court''': Aeolus is imbued with the blessings of the Summer Court. He is a font of energy that offers respite from injuries. He has a pool of fey energy represented by 10d6s. As a bonus action, Aeolus can choose one creature he can see within 120 feet of him and spend 5 of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. He regains all expended dice when he finishes a long rest.
  
'''Reaper''':  
+
'''Hearth of Moonlight and Shadow''': Home is wherever Aeolus is. During a short or long rest, he can invoke the shadowy power of the Gloaming Court to help guard his respite. At the start of the rest, he touches a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, he and his allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
* Chill touch cantrip
 
* Necromancy cantrip that targets one creature can target two creatures within range and within 5 feet of each other
 
  
 +
'''Hidden Paths''': Aeolus can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on his turn, he can teleport up to 60 feet to an unoccupied space he can see. Alternatively, he can use his action to teleport one willing creature he touches up to 30 feet to an unoccupied space he can see. He can use this feature 5 times, and he regains all expended uses of it when he finishes a long rest.
  
'''Channel Divinity - Touch of Death''': When hits with a meleee attack, deals extra +10 necrotic damage.
+
===Background: Hermit/Outlander===
 +
As a Firbolg, Aeolus grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in his blood. Even in places where he doesn’t know the specific features of the terrain, he knows the ways of the wild. As a druid, he trained in seclusion with his mentor and others in his druid order.  
  
===Background: Entertainer===
+
'''Skills''': Medicine, Religion
'''Skills''': Acrobatics, Performance
 
  
'''Tools''': Disguise kits, lute
+
'''Tools''': Alchemists Supplies
  
'''By Popular Demand''': Can always find a place to perform.  Free lodging and food of modest or comfortable standard as long as I perform each night.  Strangers more friendly if they recognize me.
+
'''Wanderer''': Aeolus has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  
 
==Feats==
 
==Feats==
'''Observant'''
+
'''Empathic'''
  
Quick to notice details of my environment, I gain the following benefits:
+
Aeolus possesses keen insight into how other people think and feel.
  
- Increase Intelligence or Wisdom by 1 (Wisdom)
+
- Increase Wisdom by 1  
  
- If I can see a creature's mouth while it is speaking a language I can understand, I can interpret what it's saying by reading its lips.
+
- Gain proficiency in the Insight skill. If already proficient in the skill, add double proficiency bonus to checks made with it.
  
- I have a +5 bonus to my passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
+
- Aeolus can use his action to try to get uncanny insight about one humanoid he can see within 30 feet of him. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If his check succeeds, he has advantage on attack rolls and ability checks against the target until the end of his next turn.
  
 
==Resources==
 
==Resources==
* '''Coins:''' 3pp, 394gp, 10 sp
+
* '''Coins:''' 470gp
 
* '''Gems:'''  
 
* '''Gems:'''  
 
===Magic Items===
 
===Magic Items===
* '''Coat of Protection''': +1 bonus to AC and saving throws
+
'''Coat of Protection''': +1 bonus to AC and saving throws
 +
 
 +
'''Kal'Hirol Pendant''': A pendant made of volcanic glass hangs from an elaborately carved bronze necklace. It is always cool to the touch, and can only be worn by those bearers it chooses. This necklace is one of five ancient artifacts that were created when the material plane was being formed. Each of these five house a powerful spirit, who teaches and guides those chosen. Detailed information of the origin of these artifacts and their powers has been lost to time. Once attuned, Kal'Hirol grants the wearer a set of base abilities. Over time, as the bond between the artifact and the wearer grows, and as they fulfill parts of their destiny, more potent tiers of power are unlocked. This process cannot be forced and will happen naturally on its own.
 +
 
 +
*Wearer can read, write, and speak Terran.
 +
*Wearer may cast magic stone; this is not included in "maximum spells known".
 +
*Earthen Armor: Wearer uses a bonus action to speak an activation word. Upon activation, the pendant portion of this necklace grows and expands to cover the body from the neck down in dark flexible body armor; excluding the ankles, wrists, hands, and feet. This armor has an AC of 16, and has resistance to slashing, piercing, and bludgeoning damage from non-magical attacks. Qualifies as light armor. It cannot be worn with other armor, however, it can worn with boots, helmets, masks and circlets.
 +
*Commune with Terrestrial Life: 1/day wearer may spend 30 minutes to communicate with either plants, animals, stone, earth, or earth-based magical creatures (at DM's discretion) with an accompanying DC 18 nature check.
  
 
{{D&D5ePCBusiness
 
{{D&D5ePCBusiness
|BusinessName=Randis the Deathsinger, Soft Trader
+
|BusinessName=Broadleaf's
|BusinessType=Service • 2 days and 12 gp to establish
+
|BusinessType=Service • 
|Lifestyle=None
+
|Lifestyle= Modest
 
|LifestyleMonthCost=0
 
|LifestyleMonthCost=0
 
|EmployeesCost=0
 
|EmployeesCost=0
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|BuildingDistrict=  
 
|BuildingDistrict=  
 
|BuildingCost=  
 
|BuildingCost=  
|GoodsCost=25 gp
+
|GoodsCost=
|BusinessCostTotal=25
+
|BusinessCostTotal=
 
|BusinessQuality=Comfortable
 
|BusinessQuality=Comfortable
 
|QualityBaseCost=+50%
 
|QualityBaseCost=+50%
 
|QualityRoll=-5%
 
|QualityRoll=-5%
 
|QualityProfit=+50%
 
|QualityProfit=+50%
}}
 
{{D&D5ePCInfoNetwork
 
|NetworkType=Nobility
 
|NetworkSize= Small
 
|EstablishTime=9
 
|NextTime=30
 
|EstablishCoin=11
 
|NextCoin=50
 
}}
 
{{D&D5ePCInfoNetwork
 
|NetworkType=Nightlife
 
|NetworkSize=Unestablished
 
|EstablishTime=0
 
|NextTime=14
 
|EstablishCoin=0
 
|NextCoin=13
 
 
}}
 
}}
  
 
==Equipment==
 
==Equipment==
'''Carried Equipment:''' Scimitar, dagger, longbow and arrows, shield, chain shirt, coat of protection, amulet of Shar, component pouch
+
'''Carried Equipment:''' Scimitar, 2 daggers, shield, leather harness, coat of protection, Kal'Hirol pendant
 
+
*Pouch: 2 vials of acid, 2 flasks of alchemist's fire, 2 antitoxins,  
*On the Job (Soft Trader, Dirgest, Entertainer): 4x fine clothes, lute, 4x candles, amethyst and silver ear rings (20gp), pectoral (30gp), pinky ring (25gp)
+
*Backback: bedroll, blanket, healer's kit, mess kit, rations x10, hempen rope, waterskin
*On the Job (Gang): Black travel clothes, waterskin, mess kit, backpack, bedroll, flask, 4x rations, extra suit of leather armor, vial of serpent venom (3 doses)
+
*Broadleaf's: small home/shop (apothecary and herbalist business in front room, home also includes one small kitchen area, a sitting room, and a small bedroom), alchemist's supplies, common clothes, traveler's clothes, herbalism kit
  
 
===Stored Equipment===
 
===Stored Equipment===
* [[Smiling Siren]]: this is where I store the gear I'm not actively carrying around (listed above).
+
* I store the gear I'm not actively carrying around (listed above) at my home/shop, Broadleaf's
  
 
===Lifestyle===
 
===Lifestyle===
* '''Comfortable:''' 2 gp/day (unless I perform)
+
* '''Modest:''' 1 gp/day
  
 
==Downtime==
 
==Downtime==
===1354 DR===
+
Xxx
* '''Mirtul:'''
 
** ''1st-10th:'' Establishing a Business (Soft Trade; 10/10 days)
 
** ''11th-13th:'' Establish Information Network (Nobility; 3/14 days)
 
** ''14th -15th:'' Sowing Rumors
 
** "16th-21st:" Establishing Information Network (Nobility; 9/14 days - 5 days for occupation bonus)
 
** ''22nd-26th:'' Utilizing an Information Network (Nobility)
 
** ''27th-30th:'' Establishing Information Network (Nightlife; 9/14 days - 5 days for occupation bonus)
 
* '''Kythorn:'''
 
** ''1st - 5th:'' Establishing Information Network (Nightlife; 14/14 days)
 
** ''6th - 10th:'' Running a Business
 
** ''11th - 20th:'' Establishing Medium Information Network (Nightlife; 0/10 days)
 
** ''21st - 25th:'' Running a Business
 
** ''26th - 30th:'' Establishing Medium Information Network (Nobility; 0/30 days)
 
  
 
==Projects, Goals and/or Downtime==
 
==Projects, Goals and/or Downtime==
* Establish information base among patrons (14 days of "Establishing Information Network - Nobility" downtime action.  Cost 11g - 2 days invested)
+
* Goals go here
* Find a permanent residence/room.
 
* Make contact with the city mortuaries and death chapels and establish reputation as a dirgest.
 
* Make contact with Church of Shar in Waterdeep and begin taking assignments as Shar's Spirit of Vengeance.
 
* Find ways to get access to noble/powerful personages.
 
* Long term: own/run a festhall with a network of soft-traders who funnel information to me.
 
* Find out who the grey-cloaked elves are.
 
* Find where my mother's green gem is hidden.
 
* Acquire a bag of holding.
 
  
 
==Origin==
 
==Origin==
  
* The Moon Elf Anaiya was a diplomat who had booked passage aboard one of the Elven ships that regularly sailed past and docked in Neverwinter as they ferried elves to Evermeet. She often had short stays in the cities she visited, and such was the case in Neverwinter.  During one of those short stays she met a local noble, Paradorn Aromdee. They immediately hit it off and had a short, albeit passionate affair. But her duty was to the elves and she soon left Neverwinter.  One year later, on Deadwinter Day, during the festival of Midwinter, Anaiya suddenly appeared on Paradorn's doorstep.  In her arms was an infant with ice blue eyes and a shock of white hair. The child's name was Randis, born of the union of Anaiya and Paradorn.  With fear in her voice she pleaded with Paradorn to keep their son safe. In her hand was a brilliant green gem. "Hide this.  Don't let anyone find it. If elves appear wearing grey cloaks, run!"  And then she was gone, leaving Randis and the green gem.  
+
* Story goes here
   
+
* Grew up on a remote part of Maenos with the Broadleaf Firbolg tribeAt the beginning of adolescence, he left to begin training as a druid with a Firbolg mentorLived with the firbolg mentor for several years until (insert cool plot point).
* Paradorn was far from overjoyed to suddenly find himself in the role of father.  More than that, he was embarrassed to have a bastard half-breed son.  Still, he wasn't without total compassion.  He did manage to find foster parents for the boy.  Peg and Uni Halfquiver owned a modest potter's shop located behind a one of Neverwinter's theatersUnfortunately, the Halfquivers were not kind and as Randis grew, treated him as an employee and source of slave labor for their trade. As Randis worked in the potter's shop he would hear the music from the theater and sing along and dream of leaving his foster parents and joining his father as a true noble.
+
* Heard a voice calling to him from a very young ageFirbolgs naturally have some ability to speak to plants and animals, but Aeolus also heard the earth itself speakingThis continued during his time with his Firbolg druid mentor and intensified until he was was called to leave Maenos and his mentor.
+
* During his travels he met Helryth Hey, Elf founder of the Radical Fey and assumed Hey's teachings of radical self-expression and experience of joy as his ownHe became a Druid associated with the Radical Fey, and the Circle of Dreams.  
* Shortly after his 14th birthday, Randis' father burst through the the front door of the Halfquiver home.  He was bleeding and badly injured.  As he lay dying in Randis' arms he whispered, "The gem.  It's under the dragon's wing."  No more was said.  Paradorn had died.  At that moment, 3 elves in grey cloaks entered the home also.  They immediately killed Mr. Halfquiver and leveled their gazes at Randis.  "Are you the child?  Where's the gem?" In the ensuing fight, both Randis and Mrs. Halfquiver attempted to flee. They found themselves in a storeroom with one small windowOnly one of them would have been able to squeeze through it before the elves managed to break through the door that was protecting them.  Mrs. Highquiver attempteded to be that one person, but a dagger across the throat ensured that Randis escaped insteadHe fled into the night and left Neverwinter.
+
*The earth called to you from childhood, and eventually made you leave in search of "the gift" this artifact. You found it in an ancient tomb called The Tomb of the Mother, on a far away continent. The spirit within (Kal'Hiol) was the voice you heard all along. And is both an artifact and a companion that can only communicate with you telepathically.
 
+
*It led you to "Raksha", the village the campaign starts in.
* Randis fled as far from Neverwinter as he could, finding his way with merchants and other travelers going city to city and town to town.  His hauntingly beautiful singing voice and the songs he had learned while listening outside the theater in Neverwinter kept him fed and usually with a roof over his head. While singing on the corner for some coin, a woman approached him.  She identified herself as Lady Ilsa, the owner and manager of Lady Ilsa’s Travelling Curiosity Show, which she claimed was a famous band of entertainers.  Randis had never heard of them but he accepted Lady Ilsa's offer to join them. Lady Ilsa took Randis under her wing and began to train him as an entertainer. From the swordmaster he learned the use of finesse weapons.  The acrobats taught him to be nimble. He learned archery. Disguise. Performace. Lady Ilsa herself oversaw his training in acting and also in another skill.  She began to teach him what she knew of the art of love and seduction. But Lady Ilsa's Travelling Curiosity Show was more than just a troupe of entertainers.  They were a rather unscrupulous bunch.  In addition to performance, troupe members engaged in theft and scams, and were even hired out to help in situations that required some special skills and often, violence. Regardless, Randis considered the troupe as family.  And it was with the Curiosity Show that Randis met Branly the Bard.  Branly trained him in the art of song and taught him to play the lute.  Randis fell deeply in love with Branly and the two began an intense affair. Branly even promised to train Randis to be an actual bard.     
+
*You are there doing the herbalist thing until the next step in your destiny reveals itself.
+
*Connections:
* On the evening of the Festival of Greengrass after Randis had turned 17, Randis returned back from an evening out with Branly to news that Lady Ilsa wanted to speak with him.  She met Randis in one of the tents and before he had time to react, several of the troupe members fell on him and captured him.  He awoke to find that he was the prisoner of 3 elves in grey cloaks. He could hear them talking about what to do with him and wondering if he knews where the gem is.  But Randis was no longer a boy.  He was able to escape the elves years earlier, and he was able to escape them once more and flee into the hills.    With his enemies in pursuit, Randis found the entrance to a small cave.  He could hear the shouts of the elves as he wound his way down through dark passages, unsure of which way he was headedAnd then suddenly he found himself in an open chamber.  Through the dark, he was able to make out.. something.  A dias?  No, an altar!  And a symbol. It was difficult to see, but it appeared to be a black circle with a purple border. Shar stepped out of the darkness.  "I am Shar.  I am the Nightsinger.  You have been betrayed and suffered much loss. You deserve vengeance.  You will be my Spirit of Vengeance. You will be my Deathsinger" Randis felt the power of the goddess fill him to overflowing.  
+
-Met Steve early in his journeysAeolus and Steve had a sexual hookup, but Steve was in drag and Aeolus had used his Firbolg magic to disguise himself as an elf. In the midst of sexual passion there was a moment of intimacy and connectedness (need to define this moment - an action? a word? something that can be said or done years later and recognized)Years later, they both remember this hookup with fondness, but neither are aware who other is, because through the magic, disguise, drag, and alcohol, their true identities were obscured.  
 
* When the grey-cloaked elves found him they had no idea what they were dealing with.  Randis made short work of them, using Shar's power to kill them quickly in his rage. But the elves only suffered half the rage that he poured out on Lady Ilsa's Travelling Curiosity Show.  He stepped into the encampment and saw the wide eyed surprise of his betrayers as he mercilessly killed them one by one.  With dead bodies and carnage around him, he entered Lady Ilsa's tent.  Amazingly, she was still unaware of what was going on in the encampment and was lost in the throes of pure, raw, primal sex... with Branly. Lady Ilsa began to beg for her life, pleading with Randis and assuring him this was all a mistake. Randis coldly snapped her neck and then turned to Branly.  The bard had tears streaming down his cheeks and his eyes were wide with pure fear.  "Go!" said Randis.  Branly fled naked into the night. Shar's extra power left Randis' body like air leaving a balloon.  He could still feel her presence.  He was now her cleric.  But the extra boon of pure power had left him, and he collapsed onto the ground.
 
 
* Randis was unable to locate the cave where he found the altar to Shar, but through some careful asking around he eventually found her local church.  They took him in and began his training as a cleric. However, he soon learned that Shar had further plans for him.  He was instructed to return to Neverwinter, where he had fled years before, and set up residence there.  While he kept his role as a cleric secret, in Neverwinter he quickly found that several of his skills would help him in another profession too. It was in Neverwinter where he first found employment as a soft trader, first as a street walker, then as a turncoin, and eventually a laugh-lad with permanent employ at a respected festhall.  His haunting singing voice also earned him some recognition and he even began to get hired as a dirgest at funerals and death ceremonies. And then there was the contracts that came to him as the Deathsinger, Shar's Spirit of Vengeance. 
 
 
* While working as a soft trader in Neverwinter, Randis came into contact with Tyrannus Adarbrent.  Tyrannus' family is in the shipping business and Tyrannus would find himself spending time in the city.  Having a "thing" for elves, Tyrannus decided to hire Randis. During their time together, Tyrannus became interested in procuring some drugs for the two of them to explore together, and because he didn't have any of those sorts of connections so far away from his home city, he asked Randis if he could find a local dealer. Randis asked around, found someone that would be able to help them, and set up a meeting to get things settled. When Tyrannus and Randis showed up for the meeting, they weren't met by fun-loving drug dealers, but by secret slave traders. Unfortunately, a few members of House Zulpair (the House of Tyrannus' late mother's, who dislike Tyrannus for his mixed blood and wish him and his house nothing but ill will) got wind of Tyrannus' arrival in Neverwinter, and set about to ambush him and sell him to slave-traders--by any means necessary. The two boys fought their way out of the situation and bonded through surviving. Randis showed Tyrannus his "delicious darkness" by commanding the very powers of death--something that Tyrannus aspires to; also Randis was able to stomach the the twisted and sadistic things that Tyrannus loves to indulge in.  Because of this, he invited Randis to come to see Waterdeep so he could show his new friend the city.  The Church of Shar advised Randis to go and make contact with the Church in Waterdeep.
 
 
* On the way to Waterdeep,the ship Tyrannus and Randis were passengers on discovered Ruithondor Birlond in the water after being betrayed by his pirate crew and cast overboard. After some debate, the crew of the ship decided to save Ruithondor, but while they were distracted the ship was attacked by a number of locathah. Tyrannus, Ruithondor, and Randis worked together to beat back the attack. During the trip and the fighting Randis also made the acquaintance of Euras Berncar, a sellsword. After a night of drinking, Randis had taken a liking to the foul mouthed and violent man, and the two spent the night sharing a bunk.  
 
 
 
* Once in Waterdeep, Tyrannus set Randis up with some temporary lodging.  Having few friends in Waterdeep, Randis continued his contact with the sellswordIt didn't hurt that Randis enjoyed flirting with the man.  After a night of drinking and sex, Euras told Randis about his situation.  Her name was Chuseya, and she was blackmailing Euras. There was nothing he could do about it, of course, and Randis felt Euras' call for revenge as though it were his own. Randis immediately knew that Shar's Spirit of vengeance was needed.  It was a bitter irony that Chuseya was also a cleric of Shar.  When he had been instructed to make contact with the Church of Shar in Waterdeep, he didn't think this was exactly what they had in mind.  But when the pull of vengeance calls, Randis had no choice but to answer. So Randis followed his calling and did the deed. Now both Randis and Euras are sworn to secrecy, and Euras promised to be there if Randis needs him.
 
 
* Randis wasn't in Waterdeep for very long, however, before Tyrannus' uncle, the Head of his House, got word of his associating with an Half-Elf, and in a fit of frustration, shipped Tyrannus off to Yartar to see to the family's  holdings there, take on some responsibility, and grow up. After a glorious welcome party for Tyrannus which resulted in a couple new criminal contacts, he sent word to Randis of a growing opportunity in Yartar.  Randis had been instructed to make contact with Shar's church in Waterdeep, but wanting some time and distance from his act of vengeance on the cleric Chuseya, Randis decided to join Tyrannus in Yartar.
 
   
 
* In Yartar, Tyrannus and Randis connected with Ruithondor, along with other new acquaintances, and started on a new business venture together.
 
 
 
* One of the first people Randis met in Yartar was  Arageth, the mander (or "mother") of the Beckoning Maid festhall.  Seeing Randis' talents she immediately brought him under her employ.  Soon after, Randis discovered Arageth's secret: she is a succubus. Despite her infernal nature, the two got along excellently, so much so that when the local temple of Torm revealed her nature to her human staff and got them out of the building so they could attack her, Randis slipped away to warn her and help get her out of Yartar. She mentioned intending on venturing to Waterdeep, and that was the last Randis saw of her.
 
 
* Business ventures of the sort that Randis, Tyrannus, and the others were involved in often come with their own dangers.  Not long after starting their business venture, a rival gang tried to poison them.  The rivals thought Randis and his associates had died, but they didn't know about Randis' unique set of skills as a Death Domain cleric of Shar.  Randis used his spells as a necromancer to bring his compatriots back to life.  And after that, revenge. Randis and the others took care of the competition, enlarged their employee base, and gained the name The Twice-Born.
 
  
* The Twice-Born little by little took total control over the criminal underworld in the small city. But after a while? It just wasn't enough. Instead of resting on their laurels, The Twice-Born have turned their sights toward a new and grander target, a challenge worth their mettle. According to Tyrannus it is impossible to form large criminal enterprises in the City of Splendors. Many have tried, and all have failed.  But those losers? They're not the Twice-Born. The Twice-Born are headed to Waterdeep.
+
-Met Omaer Arbannon in a pub. He and came to the aid of a young man from the town we were in that was being harassed by 3 particularly obnoxious knights with the Order of the Gauntlet. Aeolus and Omaer got into a bar brawl with the knights - Ser Ivar, Ser Dougal, and Ser Becky - humiliating them and making enemies of them. The two decided to travel together after the fight, both for mutual protection and because they had become friendly with each other, and ended up travelling to Raksha together.
  
 
==Important Individuals==
 
==Important Individuals==
{| align="none" border="0" style="background: white"
 
| [[Image:randismom.jpg|left|150px]] || '''Anaiya'''<br>''Diplomat • Mother''<br>The Moon Elf Anaiya was a diplomat who had booked passage aboard one of the Elven ships that regularly sailed past and docked in Neverwinter as they ferried elves to Evermeet. She often had short stays in the cities she visited, and such was the case in Neverwinter. During one of those short stays she met a local noble, Paradorn Aromdee. They immediately hit it off and had a short, but passionate affair. But her duty was to the elves and she soon left Neverwinter. One year later, on Deadwinter Day, during the festival of Midwinter, Anaiya suddenly appeared on Paradorn's doorstep. In her arms was an infant with ice blue eyes and a shock of white hair. The child's name was Randis, born of the union of Anaiya and Paradorn. With fear in her voice she pleaded with Paradorn to keep their son safe. In her hand was a brilliant green gem. "Hide this. Don't let anyone find it. If elves appear wearing grey cloaks, run!" And then she was gone, leaving Randis and the green gem. She has not been seen since
 
|-style="background: gainsboro"
 
| [[Image:Randisdad.jpg|left|150px]] || '''Paradorn Aromdee'''<br>''Noble • Father''<br> Paradorn Aromdee was a minor noble in Neverwinter.  He met the Moon Elf Anaiya and the two had a brief and passionate affair.  One year later, Anaiya returned with and infant named Randis and a green gem.  She instructed Paradorn to keep Randis safe and to hide the gem.  Paradorn hid the gem but was ashamed to have a bastard half-breed son and found foster parents for the child.  He would periodically check in on Randis, but he was largely absent during the boys childhood.  One day 3 grey-cloaked elves showed up looking for the gem.  Paradorn fought them and fled, injured.  He led the elves to Randis and died in his son's arms before revealing the exact location of the gem.
 
|-style="background: white"
 
| [[Image:randisfoster.jpg|left|150px]] || '''Peg and Uni Halfquiver'''<br>''Potters • Adoptive Parents''<br>Peg and Uni Halfquiver were potters who had served Lord Aromdee and sold pottery to him.  He called on them to foster his child, Randis.  Peg and Uni took Randis in, but they were cruel foster parents and treated him like slave labor.  Mr. Halfquiver was killed by the grey-cloaked elves, while Mrs. Halfquiver was killed by Randis when attempting to escape the same elves.
 
|- style="background: gainsboro"
 
| [[Image:RandisIlsa.jpg|left|150px]] || '''Lady Ilsa • Mentor'''<br>''Lady Ilsa's Travelling Curiosity Show''<br> Lady Ilsa discovered Randis singing for coin on a street corner.  She immediately recognized his talent and recruited him into her troupe.  She took personal oversight of his training and taught him much of what he knows about performance and lovemaking.  Her love of coin and her self, however, led her to betray Randis and she sold him to the grey-cloaked elves who were seeking him. Filled with the power of Shar, he sought his revenge and she died when he snapped her neck.
 
|- style="background: white"
 
| [[Image:randisbranly.jpg|left|150px]] || '''Branly'''<br>''Bard • First Love''<br>Branly was one of the troupe members of Lady Ilsa's Travelling Curiosity Show.  There was instant attraction between him and Randis and Randis fell in love with him.  He taught Randis how to play the lute and coached him in his singing skills.  He promised to train Randis as a bard.  After Randis was betrayed by Lady Ilsa's troupe he found Branly in bed with Lady Ilsa.  Randis killed Lady Ilsa, but told Branly to go. Branly fled and Randis has not seen him since.
 
|- style="background: gainsboro"
 
| [[Image:Eruras-berncar.jpg|left|150px]] || '''Eruras Berncar'''<br>''Sellsword • Contact''<br>Her name was Chuseya, and she was blackmailing him. There was nothing he could do about it, of course, and Randis felt his call for revenge as though it were his own. The fact that Chuseya was another cleric of Shar did nothing to change the fact that she deserved retribution. So Randis followed his calling calling, and did the deed. Now both Eruras and Randis are sworn to secrecy, and he's promised to be there if Randis needs him.
 
|- style="background: white"
 
| [[Image:Arageth.jpg|left|150px]] || '''Arageth'''<br>''Succubus • Contact''<br>Once the mander (or "mother") of the Beckoning Maid festhall in Yartar, Randis discovered Arageth's secret when she took him in to work for her: she is a succubus. Despite her infernal nature, the two got along excellently, so much so that when the local temple of Torm revealed her nature to her human staff and got them out of the building so they could attack her, Randis slipped away to warn her and help get her out of Yartar. She mentioned intending on venturing to Waterdeep, and that was the last he saw of her.
 
|- style="background: gainsboro"
 
| [[Image:Aeryk-moonstar.jpg|left|150px]] || '''Aeryk Moonstar'''<br>''Patriarch's Cousin (Rank 5) • 31 years''<br>A skilled cartographer and architect in good standing with the [[Surveyors', Map, and Chartmakers' Guild]]. Aeryk is a handsome man and a very eligible bachelor, though seems to prefer to take uncomplicated lovers from the soft trade, with a marked weakness for elven blooded men.
 
|-
 
|}
 

Latest revision as of 04:13, 24 January 2018

Aeolus Broadleaf
Broadleaf.jpg
Race: Firbolg, Class: Druid (Circle of Dreams)
Background: Hermit, Alignment: Chaotic Good
Patron Deity: Hiatea
Factions: None • Associations: The Radical Fey
Ability Scores
Strength 16 (+3), Dexterity 17 (+3), Constitution 14 (+2);
Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
Proficiencies
Bonus: +4
Saving Throws: Intelligence & Wisdom
Skills: Insight, Medicine, Nature, Perception, Religion
Tools: Alchemist's supplies, Herbalism kit,
Languages: Common, Elvish, Giant, Druidic, Sylvan, Terran
Armor: Light, Medium (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Traits
Hidden step, Powerful build, Speech of beast and leaf, Firbolg Magic (Detect Magic, Disguise Self)
Feats
Empathic
Combat
Attacks:Unarmed Strike: +7, 4Scimitar: +7, 1d6+3, Dagger: +7, 1d4+3, '
Armor Class: 14/16/19, Initiative: +3, Speed: 30 ft
Hit Points: 76, Hit Dice: 10d8
Social
Personality Traits: • I am working on a grand philosophical theory and love sharing my ideas. • I feel tremendous empathy for all who suffer.
Ideals: • Greater Good. My gifts are meant to be shared with all, not used for my own benefit.• Free Thinking. Inquiry and curiosity are the pillars of progress.
Bonds: • Nothing is more important than the other members of my tribe.
Flaws: • Now that I’ve returned to the world, I enjoy its delights a little too much.


"Prakt, Strev, Rang, glang byrd. (Bravery, Effort, and Honor over birth.)

Stomm rang glang du. (The tribe's honor above your honor.)

Blod ettin er blod kong. (The blood of a runt is the blood of a king.)

Gi tusen val nul. (Give one thousand for nothing.)

Trut zund stommpaart. (Truth is the honor of the tribe)." - Firbolg Code

Without self-expression, life lacks spontaneity and joy. Without service to others, it lacks meaning and purpose. - Helryth Hey, founder of the Radical Fey

Appearance

Broadleaf5.jpg
Broadleaf6.jpg
Firbolg1.jpg
Radicalfey.jpg
Broadleaf2.jpg

Age: 42
Gender: Cisgender Male
Height: 7'10"
Weight: 380 lbs
Hair: Auburn hair and beard.
Eyes: Hazel/gold

Aeolus has a large, solid muscular frame with light blue skin that is covered in a light covering of auburn hair. He has reddish brown shoulder length hair and a full beard of the same color. He seldom wears many clothes, often preferring to go shirtless, with only a leather harness and a cloak, and a fur loin cloth or breeches. He will often go barefoot, choosing no footwear at all. When in public, or around round groups of people, Aeolus will often use the Firbolg's inborn Disguise Self magical ability to appear in "drag" as either a tall elf, half-elf, or human. He appears to wear similar attire to what he would normally wear, although with footwear, but will have fun expressing himself in different ways as different races with different features.

Traits

Personality Traits

  • I am working on a grand philosophical theory and love sharing my ideas.
  • I feel tremendous empathy for all who suffer.

Ideals:

  • Greater Good: My gifts are meant to be shared with all, not used for my own benefit.
  • Free Thinking: Inquiry and curiosity are the pillars of progress.

Bonds:

  • Nothing is more important than the other members of my tribe.

Flaws:

  • Now that I’ve returned to the world, I enjoy its delights a little too much.

Sexuality: Romantically Aeolus is gay. He seeks relationships with and falls in love with other males. Sexually, He is hetero/homo-flexible. Seeking and experiencing pleasure is something that connects individuals to the Sacred and is an important. Sexuality is an important part of self-expression.

Firbolg Traits

  • Wisdom increases by 2, Strength increases by 1
  • Powerful Build: Aeolus counst as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
  • Hidden Step: As a bonus action, Aeolus can magically turn invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw. Once he uses this trait, he can’t use it again until he finishes a short or long rest.
  • Speech of Beast and Leaf: Aeolus has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of his words, though he has no special ability to understand them in return. He has advantage on all Charisma checks he makes to influence them.
  • Firbolg Magic:

- Detect Magic

- Disguise Self: When he uses this version of disguise self, Aeolus can seem up to 3 feet shorter than normal, allowing him to more easily blend in with humans and elves.

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

Skills: Nature, Perception

Saving Throws: Intelligence, Wisdom

Tools: Herbalism kit


Spellcasting

Cantrips: 4

Prepared Spells: 15

Spell save DC: 17

Spell attack modifier: +9

Spellcasting focus: Kal'Hirol Pendant


Wild Shape

Aeolus can use his action to magically assume the shape of various beasts. - He can use this feature twice and regains expended uses when he finishes a short or long rest. - He can stay in a beast shape for 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies.

Known Beast Shapes:

  • Scorpion
  • Weasel
  • Crag Cat
  • Brown Bear
  • Eagle
  • Giant Octopus
  • Reef Shark
  • Constrictor Snake
  • Jaculi
  • Giant Wolf Spider
  • Dire Wolf

- To acquire new beast shapes Aeolus has two options.

  • Observation: He learns the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, his vantage point - whether physical or magical — must be within 150 feet of the beast. If he previously spent at least 1 hour reading a scholarly work about the creature, he has advantage on the check.
  • Interaction. He learns the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, he must be within 15 feet of the beast, and if he spends at least a minute petting it, he hasadvantage on the check.

- Either of these options may be assisted by magic.

Druid Circle: Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.

Balm of the Summer Court: Aeolus is imbued with the blessings of the Summer Court. He is a font of energy that offers respite from injuries. He has a pool of fey energy represented by 10d6s. As a bonus action, Aeolus can choose one creature he can see within 120 feet of him and spend 5 of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. He regains all expended dice when he finishes a long rest.

Hearth of Moonlight and Shadow: Home is wherever Aeolus is. During a short or long rest, he can invoke the shadowy power of the Gloaming Court to help guard his respite. At the start of the rest, he touches a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, he and his allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths: Aeolus can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on his turn, he can teleport up to 60 feet to an unoccupied space he can see. Alternatively, he can use his action to teleport one willing creature he touches up to 30 feet to an unoccupied space he can see. He can use this feature 5 times, and he regains all expended uses of it when he finishes a long rest.

Background: Hermit/Outlander

As a Firbolg, Aeolus grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in his blood. Even in places where he doesn’t know the specific features of the terrain, he knows the ways of the wild. As a druid, he trained in seclusion with his mentor and others in his druid order.

Skills: Medicine, Religion

Tools: Alchemists Supplies

Wanderer: Aeolus has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Feats

Empathic

Aeolus possesses keen insight into how other people think and feel.

- Increase Wisdom by 1

- Gain proficiency in the Insight skill. If already proficient in the skill, add double proficiency bonus to checks made with it.

- Aeolus can use his action to try to get uncanny insight about one humanoid he can see within 30 feet of him. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If his check succeeds, he has advantage on attack rolls and ability checks against the target until the end of his next turn.

Resources

  • Coins: 470gp
  • Gems:

Magic Items

Coat of Protection: +1 bonus to AC and saving throws

Kal'Hirol Pendant: A pendant made of volcanic glass hangs from an elaborately carved bronze necklace. It is always cool to the touch, and can only be worn by those bearers it chooses. This necklace is one of five ancient artifacts that were created when the material plane was being formed. Each of these five house a powerful spirit, who teaches and guides those chosen. Detailed information of the origin of these artifacts and their powers has been lost to time. Once attuned, Kal'Hirol grants the wearer a set of base abilities. Over time, as the bond between the artifact and the wearer grows, and as they fulfill parts of their destiny, more potent tiers of power are unlocked. This process cannot be forced and will happen naturally on its own.

  • Wearer can read, write, and speak Terran.
  • Wearer may cast magic stone; this is not included in "maximum spells known".
  • Earthen Armor: Wearer uses a bonus action to speak an activation word. Upon activation, the pendant portion of this necklace grows and expands to cover the body from the neck down in dark flexible body armor; excluding the ankles, wrists, hands, and feet. This armor has an AC of 16, and has resistance to slashing, piercing, and bludgeoning damage from non-magical attacks. Qualifies as light armor. It cannot be worn with other armor, however, it can worn with boots, helmets, masks and circlets.
  • Commune with Terrestrial Life: 1/day wearer may spend 30 minutes to communicate with either plants, animals, stone, earth, or earth-based magical creatures (at DM's discretion) with an accompanying DC 18 nature check.

Broadleaf's

Service •  (Business)

  • Lifestyle Provided: Modest (0 gp per month)
  • Employees Cost: 0 gp per month
    • Skilled: 0 (60 gp per month each)
    • Unskilled: 0 (6 gp per month each)
  • Building Cost: None •  gp per mo
  • Goods Cost: gp per mo

Total Business Cost: gp per mo

Equipment

Carried Equipment: Scimitar, 2 daggers, shield, leather harness, coat of protection, Kal'Hirol pendant

  • Pouch: 2 vials of acid, 2 flasks of alchemist's fire, 2 antitoxins,
  • Backback: bedroll, blanket, healer's kit, mess kit, rations x10, hempen rope, waterskin
  • Broadleaf's: small home/shop (apothecary and herbalist business in front room, home also includes one small kitchen area, a sitting room, and a small bedroom), alchemist's supplies, common clothes, traveler's clothes, herbalism kit

Stored Equipment

  • I store the gear I'm not actively carrying around (listed above) at my home/shop, Broadleaf's

Lifestyle

  • Modest: 1 gp/day

Downtime

Xxx

Projects, Goals and/or Downtime

  • Goals go here

Origin

  • Story goes here
  • Grew up on a remote part of Maenos with the Broadleaf Firbolg tribe. At the beginning of adolescence, he left to begin training as a druid with a Firbolg mentor. Lived with the firbolg mentor for several years until (insert cool plot point).
  • Heard a voice calling to him from a very young age. Firbolgs naturally have some ability to speak to plants and animals, but Aeolus also heard the earth itself speaking. This continued during his time with his Firbolg druid mentor and intensified until he was was called to leave Maenos and his mentor.
  • During his travels he met Helryth Hey, Elf founder of the Radical Fey and assumed Hey's teachings of radical self-expression and experience of joy as his own. He became a Druid associated with the Radical Fey, and the Circle of Dreams.
  • The earth called to you from childhood, and eventually made you leave in search of "the gift" this artifact. You found it in an ancient tomb called The Tomb of the Mother, on a far away continent. The spirit within (Kal'Hiol) was the voice you heard all along. And is both an artifact and a companion that can only communicate with you telepathically.
  • It led you to "Raksha", the village the campaign starts in.
  • You are there doing the herbalist thing until the next step in your destiny reveals itself.
  • Connections:

-Met Steve early in his journeys. Aeolus and Steve had a sexual hookup, but Steve was in drag and Aeolus had used his Firbolg magic to disguise himself as an elf. In the midst of sexual passion there was a moment of intimacy and connectedness (need to define this moment - an action? a word? something that can be said or done years later and recognized). Years later, they both remember this hookup with fondness, but neither are aware who other is, because through the magic, disguise, drag, and alcohol, their true identities were obscured.

-Met Omaer Arbannon in a pub. He and came to the aid of a young man from the town we were in that was being harassed by 3 particularly obnoxious knights with the Order of the Gauntlet. Aeolus and Omaer got into a bar brawl with the knights - Ser Ivar, Ser Dougal, and Ser Becky - humiliating them and making enemies of them. The two decided to travel together after the fight, both for mutual protection and because they had become friendly with each other, and ended up travelling to Raksha together.

Important Individuals