Sol Nightshade Character in Aietherhall | World Anvil
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Sol Nightshade

Sol Nightshade

A feral tiefling raised by druids, trying to turn his urges for destruction into a positive and burn away the bad in nature to let the new grow.

Physical Description

General Physical Condition

Tall and Willowy with an gangly appearance, as if someone had streched a normal person by a few inches. Often times he will stand with a small hunch, or lean forward to help with the weight of his horns on his head.

Body Features

He has deep blue skin, 2 large and 4 smaller blue horns, sharp teeth, white hair, scaly skin, cat like eyes, and a forked tongue. He has a pair of wings, which he tends to drape over his shoulders like a cape when not in use. He likes to hold himself in his wings to keep himself warm.

Mental characteristics

Personal history

Sol Nightshade was an orphan raised by a Coven of Druids named the Reclaimers of Dawn, who follow a small collection of deities about renewal, balance, nature, and rebirth. He travelled with them and grew up among those who got what they needed from nature, going about a nomadic lifestyle and trying to live with nature. However, as he grew up he began to feel a pull towards destruction, an urge to burn and break that made it difficult to get along with others. The druids however did not see him as a problem but a challenge, teaching him to channel his urges towards bettering nature and vanquishing nature's foes. He felt a connection to fire, enough that he was even able to manifest a small spark of it as a elemental companion. He was happy, and enjoyed living with his Coven, moving from place to place. Yet, he felt a growing discontent about the state of the world, The sky split open, the countries at war, the world seemed to be in a dire state but his Coven continued their mission to maintain the balance of nature. He decided that he needed to set out and do something, so he told the coven Archdruids that he needed to set out. They did not fight him on it, they merely let him know, "It is unlikely we will meet again, so take this to heart. Be well, Sol Nightshade, and walk within the light."   He set forth, that being 3 years ago and never having run into them since. It has been a lonely road, but he tries his best to follow his mentors words, and still considers them his family. Coming to Shimmermeadow, he met a number of interesting people. The orc siblings Korvus and Draka, Tiff the Townsguard, Nesma the dwarf barbarian and the elderly wizard Zenobio. They were tasked to take a Kenku to his home, and upon doing so found a hooked horror infected with some kind of aberration worms. The island had a tower with a barrier on it, and upon the tower walls being taken down by Korvus and Nesma, the kenkus family seemed to stumble out, appearing infected as well. Sol called out to stop them as one reached the water and disintegrated, and the others were killed.   The Kenku did not seem to forgive us, and neither would sol for some time. We later found out that the Yuan Ti had placed the Kenku into these places to protect them from spreading a curse like plague. One we had inadvertently helped to spread by taking the kenku back to one of the towers. We agreed to check the others and make sure they were secured. During our trip to the 2nd island, we found the Kenku barrier dropped, but they were not making to leave. Instead, a seemingly still sentient one spoke to us, speaking that a puzzle could help cure them and the ziggaruat of the yuan ti was the key, with the moon holding some connection to things. We were taken to the yuan ti island to resupply.   At the Yuan ti Island, we found the Ziggaruat, where the axe head reacted to the moonlight and opened a hidden temple. Descending below, we eventually found a ancient guardian and spirit of the moon, whom only Korvus could understand. He challenged us, and after a pitch battle we bested the moon guardian, who revealed that ancient evil from beyond the stars had been defeated and sealed, but were now waking up once more. Worse still, we ourselves had been affected by the corrupting force, and our fates were now tied to stopping the corruption. We had to stop them, and so we set forth with a mission to save the world.   Setting forth on sea towards another island, we found a sea of blood and death, and were eventually beset by a massive, monstrous creature that capsized our boat. They awoke having been helped by a robed and obscured individual, who wanted their help for safe passage to the center of this dead island, so he could return underground. We escorted them, but were beset by undead and corrupted beings, and eventually were attacked by Tiff Jr, now fully corrupted into a dangerous swordsman. Through force of will, and fortune of luck, we excised the evil from Tiff Jr and took him alive.   Finally, we arrived to the center, where a massive temple lay. It was guarded by a swarm of worm infested corpses, and undead yuan ti. We fought hard and battled through, seeing many close calls, until finally Korvus tried to make a final blow. He struck with all his might, but to no avail, and was laid dead and tossed into a pit of blood before the final enemy was felled. Sol could only watch, unable to do anything to save his friend.

Sol Nightshade

Feral Tiefling Race
Druid Coven Origin
Wildfire Druid 778 Class & Level
Neutral Good Alignment
Lathander Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+1 Arcana
+1 Athletics
+0 Deception
+1 History
+4 Insight
+0 Intimidation
+1 Investigation
+7 Martial
+7 Medicine
+7 Nature
+7 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+5 Stealth
+7 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
67
Hit Points
+2
Initiative
30
Speed
Attacks
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: Nature, Perception, Survival
Languages: Common, Sylvan, Primordial
Proficiences
Druid | Wisdom | Level 7

Cantrips: Thorn Whip, Druidcraft, Create Bonfire.

Always Prepared Spells: Burning Hands, Cure Wounds, Flaming Sphere, Scorching Ray

Prepared Spells:

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 (minimum of one spell). The spells must be of a level for which you have spell slots.((8 Spells Prepared))

Spellcasting Ability
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Fire Spells: Add 1d10 to damage, and +1 to the DC.

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Spellcasting
Wooden Shield, Scimitar, Leather armor, Scale Mail, an explorer’s pack((Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 day rations, waterskin, 50 ft. hempen rope)), 1 potion of minor healing, and a druidic focus(Mesquite Wood Wand).

Wildfire Lantern - Wonderous - Druidic Focus - Rare - Attunement A lantern of unknown origin. The metal twists and flakes in an almost alien design. Spirits seem to however be drawn to it. A home for a friend. Your wildfire spirit can remain manifested as long as it remains inside the cage of the lantern and you are holding it. While the spirit is active and you are holding it it casts bright light in a 20ft radius.

While you are holding it and it is active it is unable to move or teleport unless you release it as an action, it can still attack. After it is released it acts as if you summoned it normally and returns to the cage when it is defeated or called back. When it returns to the cage it goes into a state of dormancy until you take a long rest. Focused Fire. When you cast a fire based spell or have the spirit attack while inside the lantern it deals an additional 1d10 fire damage and any DC's on the spells you cast that are fire based increase by 1.

50ft of Rope
Climber's Kit
Journal
Ink
Quill

Sol has copied the tapestry((Other Group))
Potion Vila of potent golden glowing liquid(do not drink)((Other Group)).

Stim Wand
Wonderous -Wand - Uncommon (Attunement)

Healing Charge. This wand has 4 charges and regains 1d4+1 charge each dawn. As an action you can spend 1 charge to cast the cure wounds spell at first level. This spell heals for 1d8+5 instead of using your spellcasting modifier. If all charges are used, roll a d20. On a 1 the wand turns to steam and is destroyed.

Burst of life. As an action you can spend all of the charges at once, requires all 4 charges, to cast the mass cure wounds spell. If you use this feature and the wand is not destroyed the wand does not regain charges for 48 hours.

1 300 gp diamond.

Currency: 75 pp, 0 gp, 0 sp, 0 cp.
Equipment
Mad Man
Stat Array
Warcaster
1st level feat: Warcaster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

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

  • ------------------------------------------
    Druidic
    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.

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    Wild Shape
    Wild Shape
    Starting at 2nd level, 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. ((Currently: CR 1/2, No fly speed.))

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

    When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

    You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

    ------------------------------------------
    Summon Wildfire Spirit
    Summon Wildfire Spirit
    You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    WILDFIRE SPIRIT - Small elemental - Armor Class 13 (natural armor) - Hit Points 5 + five times your druid level((25))
    Speed 30 ft., fly 30 ft. (hover)

    STR 10 (+0) - DEX 14 (+2) - CON 14 (+2) INT 13 (+1) - WIS 15 (+2) - CHA 11 (+0) -
  • Damage Immunities fire - Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12 - Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

  • Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.((Attack: 6 / Damage: 1d6+2 Fire))

    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.((Save Dc: 14 / Damage 1d6+2 Fire))

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

    ------------------------------------------
    Wild Companion

    Wild Companion
    2nd-level druid feature
    You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

    ------------------------------------------
    Wild Shape Improvement

    Wild Shape Improvement
    At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

     

    ------------------------------------------
    Cantrip Versatility
    Cantrip Versatility
    4th-level druid feature
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.

    ------------------------------------------
    Ability Score Improvement
    Ability Score Improvement: Intelligence +1, Wisdom +1

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    5th Level feat
    5th Level Feat: Skilled (Martial, Animal Handling, Perception.)

    ----------------------------------------
    Enhanced Bond
    Enhanced Bond: The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.


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    Skill Expert
    Skill Expert
    Wisdom +1
    Proficiency in Stealth
    Expertise in Nature.

    Class/Racial Features & Traits

    A Feral Tiefling raised by a coven of druids and taught to harness his destructive urges to benefit others and nature. He likes gardening and finding new things and people, and especially enjoys fire and keeping warm.

    View Character Profile
    Alignment
    Neutral Good
    Age
    20
    Date of Birth
    23rd of Unndilar
    Children
    Gender
    Male
    Eyes
    Black and Yellow
    Hair
    White
    Skin Tone/Pigmentation
    Dark Purple
    Height
    6'1
    Weight
    191 lbs

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