Morven Gravefur

Elder Whisperslick Morven Gravefur

Personality Traits

Morven Gravefur is coldly methodical, eerily calm under pressure, and speaks in a slow, deliberate tone that unsettles even his allies.

Ideals

Morven Gravefur believes that death is the only true balance in the world, and his work serves to prune chaos and excess from the living.

Bonds

Morven Gravefur is fiercely loyal to the mentor, Caltha Duskgore, who first taught him to merge magic with firearms, viewing their teachings as sacred and above reproach.

Flaws

He harbors a deep obsession with perfection, often redoing or sabotaging missions if any detail deviates from his strict vision, even at great cost.

Biases

Positive Biases

He favors those who are agile and quick. This bias triggers for anyone with a Dexerity score over 12 or a movement speed of 40 or more.

Negative Biases

He dislikes those that are weak. This bias triggers for anyone with a consitution score of 10 or less.


Current Location
Species
Year of Birth
78 SE 35 Years old
Circumstances of Birth
born Awakened
Birthplace
Camp Hope area
Children
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Brown
Hair
Brown
Skin Tone/Pigmentation
Brown
Height
5' on all fours, 9' on hind legs
Weight
1,000#
Aligned Organization
Other Affiliations
Ruled Locations

Rot waits for no one, but with the right aim… I can make sure it comes right on time.
— Morven Gravefur

Morven Gravefur

Medium Animyst: Bear, Circle of Tongue, Neutral Good

Armor Class 14
Hit Points 19
Speed: 30 Feet

STR

10
( +0 )

DEX

16
( +3 )

CON

11
( +0 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

12
( +1 )

Saving Throws INT +5 and VIG +9
Skills

Induce +9, Insight +5, Perception +9, Stealth +6, Survival +5

Damage Resistances Poison and Acid
Senses

Passive Perception +24

Darkvision 60 feet

Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3

Description

Cloaked in flowing black and sickly green robes that whisper like rotting leaves, this anthropomorphic bear exudes an aura of decay and silent dread. A master of death magic and seasoned Whisperslick, he walks the shadows between worlds, unraveling life with cursed incantations and arcane-infused firearms. His piercing eyes, shaded beneath a cowl, scan with cold calculation, always seeking the next weak link in the living tapestry. Every breath he takes carries the chill of graves, and every movement promises a swift, ghostlike end. He is a harbinger of rot, a saboteur whose presence lingers long after the body falls.

Ideals

Morven Gravefur believes that death is the only true balance in the world, and his work serves to prune chaos and excess from the living.

Bonds

Morven Gravefur is fiercely loyal to the mentor who first taught him to merge magic with firearms, viewing their teachings as sacred and above reproach.

Flaws

He harbors a deep obsession with perfection, often redoing or sabotaging missions if any detail deviates from his strict vision, even at great cost.

Suggested Environments

The Enclave

Collective Spells

Parlor Tricks

Casting Charge (CC). -
Casting Time (Time). 1 action
Range. 30 ft.
Duration. Conc. up to 1 hour
Components (Comp.). V, S

These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself.

You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.

Dark Sequence: Path of Decay

Acid Ball

Casting Charge (CC). 4
Casting Time (Time). 1 minute
Range. 30 ft.
Duration. Instant
Components (Comp.). S

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 15): Reduce the cost of this spell to an action.

Acidic Touch

Casting Charge (CC). 3
Casting Time (Time). 1 action
Range. touch
Duration. Instant
Components (Comp.). S

Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Acid Spray

Casting Charge (CC). 6
Casting Time (Time). 1 minute
Range. 15 foot cone
Duration. Instant
Components (Comp.). V, S

You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 20): Increase damage dice to d8.

Poison Puff

Casting Charge (CC). 6
Casting Time (Time). 1 minute
Range. 10 feet
Duration. Instant
Components (Comp.). V, S

A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 20): Increase damage dice to d8.

Acid/Poison Spit

Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 20 feet
Duration. Instant
Components (Comp.). S

All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 20): Increase damage dice to d8.

Condition

Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 60 feet
Duration. 5 minutes
Components (Comp.). V, S

Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).

Contagion

Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. Touch
Duration. Until Cured
Components (Comp.). V, S

.Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Decomposition

Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. 90 feet
Duration. Instant (+10 rounds)
Components (Comp.). V, S

Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Plague

Casting Charge (CC). 12
Casting Time (Time). 1 minute
Range. 60 feet
Duration. Until Cured
Components (Comp.). V, S

This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).

Synergy Path: Path of Death

Drain Touch

Casting Charge (CC). 3
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).

Boost (DC 15): Reduce the cost of this spell to an action.

Dead Life

Casting Charge (CC). 5
Casting Time (Time). 1 minute
Range. Self
Duration. 5 minute
Components (Comp.). S

You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).

Animate

Casting Charge (CC). 5
Casting Time (Time). 1 minute
Range. 30 feet
Duration. Instant
Components (Comp.). V, S, M

A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.

Boost (DC 20): You can create undead at CR 3 or less.

Death Curse

Casting Charge (CC). 4
Casting Time (Time). 1 minute
Range. Touch
Duration. Concentration to 1 hours
Components (Comp.). V, S, M

Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.

Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.

Line of Death

Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 120 feet
Duration. Concentration to 1 minute
Components (Comp.). V, S, M

You create an invisible wall of necrotic energy up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point no further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like cubes, cylinders, or domes. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet. This wall is invisible, with the only evidence of its existence being the inevitable corpses.

Boost (DC 13): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.

Perish

Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S

The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Lifeforce

Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S

The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Greater Animate

Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. 30 feet
Duration. Instant
Components (Comp.). V, S, M

This operates the same as animate, except the maximum CR of the undead creature is now 5. For every 3 additional dark spent before casting, you can raise or sustain two undead.

Boost (DC 20): You can create undead at CR 6 or less.

Hand of Death

Casting Charge (CC). 11
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S

The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Resurrection

Casting Charge (CC). -
Casting Time (Time). 1 hour
Range. Touch
Duration. Instant
Components (Comp.). V, S, M

You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion.

Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max).

Sacrifice: After casting, you gain four levels of exhaustion.

River

Dead Life, Acid Ball, Acid Spray, Poison Puff, Line of Death, Acid/Poison Spit, Condition, Decomposition, Plague


Vessel 47, Vessel Regeneration 11, River 9

VIG 22 and SAN 10

Gamesenese

Gain the following benefits.

  • You can spend an action to know the statistics of any one monster you can see, including current hit points and all possible actions.
  • Increase one ability score by 1 to a maximum of 20.

Skulker

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Inspiring Leader

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Breach

Your adrenaline explodes the moment the action begins.
Gain the following benefits.

  • After rolling for initiative, you can take two actions instead of one on your first turn.
  • You have advantage on attack rolls against any creatures that are surprised.
  • Your first hit on a surprised creature is automatically a critical hit.

Whispers of the Drain

You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.

Enclave

Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.

Perfect Sense

You have advantage on all Wisdom (Animal Handling) and Wisdom (Survival) skill checks.

Actions

Vigor Shooter (Main Hand)

Range 80 feet, +6 to hit, 1d6+9 piercing damage

Alchemist's Fire

Has 5, range 20 feet, target 1 creature, DEX DC 10

his sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Acid Vial

Has 10, range 20 feet, target 1 creature, +3 to hit

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Potion of Invisibility

This potion's container looks empty but feels as though it holds liquid.

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Healer's Kit

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Potion of Healing

The potion's red liquid glimmers when agitated.

You regain 2d4+2 hit points when you drink this potion.

Bonus Actions

Vigor Shooter (Main Hand)

Range 80 feet, +3 to hit, 1d6+3 piercing damage


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