Wessam Character in Verum | World Anvil

Wessam

Wessam

Born in Majital (well, actually just outside of it), raised by a large group of ruin dwellers.   As in this community they'd consider themselves a one, large family, he didn't regard any person in particular as his parents. Nevertheless an elderly elven woman would be seen by Wessam as a mentor of sort and treated with utmost respect.   During one of his escapades he unknowingly stepped inside a sealed off tomb. While rummaging through the place in search of valuables, he awoke an entity that was trapped therein. He was found a few hours later unconscious, but alive and unharmed.   From then on unexplainable things started happening when he was near. His surrounding would spontaneously become covered in a thin layer of ice, people would recover from seemingly grievous wounds and Wessam would find himself ignored by undead dwelling some of the ruins he robbed.   As the time passed, the influence of the entity grew stronger. Wessam could feel something stirring up inside of him. It started with thoughts and emotions that felt as if they weren't his. With time the creature attempted to communicate. So far it was only able to speak in monosyllables with cold and emotionless voice. It has made much greater strides when it comes to motoric control. After all, it was able to take Wessam all the way to Dolten.   For now, this is where he resides as the creature seems to be much calmer there. Besides, where else would he learn more about what befall him?

Physical Description

Identifying Characteristics

Tatoo on his right eye, covering a scar.

Apparel & Accessories

Wears a necklace with a salt crystal. While rusty and not exactly pretty, it holds personal value. Wessam believes it wards off evil spirits. He would use it as a spellcasting focus.
Birthplace
Majital, neightbouring ruins
Children
Current Residence
Dolten, Great Coven's mansion
Gender
Male
Eyes
Hazel
Hair
Bald (black if he didn't shave)
Height
5' 7"
Weight
145lb
Known Languages
Common and Elvish

Wessam

Variant Human Race
Majital(Ruin Dweller) Origin
Warlock(The Undying) 9 Class & Level
Lawful Neutral Alignment
Ezokhine Deity
The Great Coven Faction
Member Rank/Position
11 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 13
+1
charisma 16
+3
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+4 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+4 History
+1 Insight
+3 Intimidation
+4 Investigation
+1 Martial
+1 Medicine
+1 Nature
+5 Perception
+3 Performance
+7 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
36
MV
1
Prestige
2
Attunement Slots
14
Armor Class
71
Hit Points
+4
Initiative
30
Speed
Weaponattack rolldamage roll
Longbow1d20+91d8+5+1d4
Dagger1d20+81d4+4
Attacks
Languages
Common(Sand) - Human
Elvish(Nomad) - Human

Tools
Alchemist's Supplies - The Great Coven
Cook's Utensils - The Great Coven
Calligrapher's Supplies - Academies

Skills
Arcana - Majital
Deception - Warlock
History -Warlock
Investigation - Ruin Dweller
Perception - Lip Service (Ezokhine)
Persuasion - Variant Human

Proficiences
Spell save DC = 15
Spell attack bonus = +7

Spells
At will
Mage Armor*
Detect Magic*


Cantrips
Spare the Dying*
Chill Touch
Mage Hand**
Booming Blade**
Frostbite
Prestidigitation


Level 1
Hex
False Life*


Level 2
Darkness*
Silence*
Mirror Image


Level 3
Speak with Dead*
Dispel Magic


Level 4
Death Ward*


Level 5
Synaptic Static

Spellcasting
Gold for the convenience of economy staff: 653 GP

Blueprint: Devious Dan's Special Quiver Plan's 0/20

Equipment & Character progression

Eyes of the Linnorm

+ 1 Longbow - Major Rare (3,000gp) - Attunement: Spellcasting/Pact Magic Class Feature

Crafted from the bones of a dead dragon and twisted into the shape of a bow, this weapon thrums with primordial power and is carved with writings of the Linnorms hatred toward the Dragons.

Your Wisdom score increases by 2, up to a maximum equal to your ability score cap.

Vallendrel Watches - This longbow deals an additional 1d4 poison damage on a hit.

Hunter’s Branding - When you hard cast the Hunter's Mark spell, you gain advantage on the first attack roll you make against the affected creature.

[Base Material, Adornment, Enchantment, Enchantment, Spell Invocation x1]

 

Equipment
The Great Coven
Faction
The Mad Man
Stat Array
Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

 

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

A Dark Gift

You gain the Eldritch Sight invocation and may use it normally. If you are a warlock you may instead choose a single invocation of your choice that is available at level 1.

 

Majital Origin

The dark secrets in your mind ward you against intrusions from those against your nature. You gain a +2 bonus to saving throws vs spells.

 

The Wordless Wyrm

Requires 1 Loyalty to the Great Coven.

The Wordless Wyrm is a silent opposition to the throne of the Witch Queen, although he serves with loyalty, he disagrees with the manner in which Baba Yaga is governed.
If you posses the Armor of Shadows Invocation, the Armor bonus is 15 + Dex instead of 13 + Dex
Your Eldritch Sight is now permanent and doesn't not need to be activated. You can see magic at all times as natural as sunlight. You may shut this off should the need arise as a free action on your turn.
You gain a +1 to Charisma saving throws.

 

Blessings of the Patrons

Prerequisite: 5 Loyalty

Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.

 

Warded Ring

Prerequisite: 7 Loyalty

The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.

 

Invocations

-Armor of Shadows*
-Improved Pact Weapon
-Thirsting Blade
-Eldritch Smite
-Devil's Sight

 

Class/Racial Features & Traits