Cevale Troxya Character in Verum | World Anvil

Cevale Troxya

Cevale Troxya (a.k.a. River)

Water Genasi, Who became curious about the surface world, and has found out it has much to offer, in both adventure, and untold danger.

View Character Profile
Alignment
Neutral Good
Children
Gender
Male
Eyes
Grey
Hair
Frosted Blue
Skin Tone/Pigmentation
Blue
Height
5'9"
Weight
165

Cevale Troyxa

Water Genasi Race
Orde/ In plain Sight Origin
Warlock (Celestial)/ Planeswalker (Water) 12 Class & Level
Neutral Good Alignment
None Deity
The Great Coven Faction
Member Rank/Position
12 Loyalty
Company

Strength 13
+1
Dexterity 19
+4
constitution 20
+5
intelligence 10
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 11
Hit Die
1d8+5
+4 proficiency bonus
+1 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+1 Athletics
+7 Deception
+0 History
+1 Insight
+7 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+4 Nature
+1 Perception
+3 Performance
+7 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
18
Armor Class
123
Hit Points
+4
Initiative
35
Speed
SpellCantripDamage
Eldritch Blast 1d20+4+3 1d10+3+2+2d6+4+1d6
WeaponAttackDamage
Spear 1d20+2+5+1 1d8+2d6+2+1+2+1d6
Halberd 1d20+1+4+1 1d10+1d4+2+2d6+1+1d6
Attacks
Languages:
Celestial
Aquan
Primordial
---------------
Religion
Deception
Nature
Intimidation
-----------------
Divinity lip service:
Athletics
-------------------
Coven prof:
Alchemist Supplies
Cook's Utensils
-------------------------
Academy Profs:
Calligrapher's Tools
-------------------------
Wisdom Saves
Charisma Saves
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Majitalian Flail: Exotic Pact attunement item
Academy: Shield Proficiency
Proficiences
Eldritch Blast
Green Flame Blade
Booming Blade
Sacred Flame
Light
Prestidigitation
Chill Touch
Witch Bolt
Armor of Agathys
Cure wounds
Flaming Sphere
Hex
Lesser Restoration
Revivify
Sickening Radiance
Wall of Light
Shadow of Moil
Investiture of Ice
Spellcasting
General Items


Broken Focus
Alchemist Supplies
Blood Reagent x2
Full Plate
Frozen Spoon
Guacka (Guac-vodka)
Scholars Pack
Silvered Spear
Majitalian Flail (Pact Attunement Weapon)
<b>470gp</b>
Nidhogg, the basilisk lizard (Possesses Gold hoarde of 208gp)
<b>86 crafting coins</b>
4 water skins
2 greater potions of healing
2 antitoxin
4 potions of fire resistance
3 bandoleer
4 Lesser Restoration Scrolls
1 Cure wounds Scrolls
300gp of Diamond dust
1 scroll of Ray of enfeeblement
4 oil of slipperiness
1 potion of necrotic Resistance
Arcane Focus
Scroll case

Wagon Items
Please enter text here

Wagon attached to 2 horses with barding
Barrel of Blood whiskey (DC15)
One cask of Cactus Tequila (DC 16)
——————————
1 barrels of black Phoenix blood
1 barrels of desert storm
2 barrels of arcane anomaly
Tuxedo
Crafting Mods

Snow Opal


(special Crafter)Serena, the Highwaywoman 4167 Flawless - 3 All Strength Wisdom Charisma Astral, Earth, Leadership, Ambush, Positioning, Charm Y N Y N 16
Eternal Clock 20 Base Material Enchantment All Constitution Wisdom Law, Astral, Forge, Time, Incorporeal, Guile Awakened
[Has been made into Master Work Studded Leather
Voidwidow's Silk 19 Base Material Enhancement Enchantment All Dexterity Constitution Wisdom Arachnid, Finesse, Hunger, Necrotic, Void ✓ Unavailable]
Lost Krazaxian Convoy's Compass 20 Base Material Enhancement Enchantment Armor Wondrous Shields Strength Wisdom Abjuration, Cold, Strife, Disorder, Thought, Toughness
Lamina of the Deep (Flawless)
*With Terrance*
Wraith Shroud 8 Tokens Base Material Adornment Armor Shields Dexterity Astral, Incorporeal, Spectral, Ethereal
Everflowing Silk 9 crafting tokens, Superior Mat



============Magical Items================
Talisman of the Fire Hornet
Being crafted by Cevale
Necklace - Major Rare (2600gp, [600 gp, 6 days to upgrade]) - Attunement

Hanging from this necklace is a talisman adorned with a stone which subtly glows red. The talisman itself is a golden wasp with tiny vines crawling and weaving across its surface containing barely perceptible runic lettering.

Your Strength score is increased by 2, to a maximum equal to your ability score cap.

All of your weapon attacks deal an extra 1d4 fire damage on a hit.

You have resistance to poison damage and advantage on saves against the poisoned condition.

Slots used: Base Material, Adornment, Enchantment, Enhancement

Shroud of Thoughts
Shroud of Thoughts
Being crafted by Cevale Troyxa
+1 Leather Armour - Minor Very Rare (3600gp, 36 days) - Attunement: Can prepare or cast Mage Armour.

Assorted armor made out of the more curious of materials, which have given it its almost ethereal appearance. Once attuned, it offers protection, although minor, but will greatly reinforce magical ones, floating gently like silk cloth in intense winds and raging water both.

You count as a target for the Mage Armor spell even while wearing this armor, and gain a +1 bonus to AC while benefiting from it. If you are under the effects of mage armor while in dim light or darkness, you gain darkvision up to 30 feet, and can see through magical darkness within 10 feet of you.

Well of Being. You emit soothing energies from your body, which gently waft in the air, and help your allies by debilitating your foes. Whenever you deal astral damage, allies within 30 feet of you deal 1 astral damage on their next attack.

Wraith's Stride. You can teleport to an unoccupied space that you can see within 20 feet of you as a bonus action. You can use this ability twice per long rest.

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

Earrings of Astral Ice (this Is a crafting recipe that has been scrapped.)

Earrings of Astral Ice
Being Crafted by Cevale
Earrings (Wondrous) - Very Rare (4100gp, 41 days)- Attunement (Astral Water Form)

An accessory that reveals its true potential when attuned to an individual influenced by Astral Energy. Upon receiving the influence of Astral Energy, it transforms, strengthening the user, and bolstering their potential.

Shifting Stars, Frigid Might: While you are in Astral Water Form, you gain a +2 bonus to your AC and bludgeoning, piercing, and slashing damage that you take is reduced by 3. This AC bonus does not stack with the AC bonus from a shield. When an enemy would miss a melee attack against you while you are in Astral Water Form, they take 2d6 cold damage. This damage can be dealt three times while in Astral Water Form.

[Base Material, Enchantment, Spell Invocation x1]

Stormstruck Halberd
Halberd - Major Uncommon - Attunement

This halberd sports a blade with lines similar to the shapes of lightning bolts dancing across it. The tip is darkened as if it was struck during a storm in the past.

This weapon deals 1 additional Piercing damage.

Thunderstruck: When you hit a creature with this weapon you can give them the deafened condition for 1 minute. This ability has one use and refreshes on a long rest.

[Base Material, Enchantment]


Wand of Delting it
Minor Uncommon. This item creates an unpleasant odor on command. Once per day, you may target a creature and cause a loud, trumpeting, gaseous sound to erupt from them. If they fail a DC 11 Dexterity saving throw, they lose their movement next turn.


Frosted Lightning Set
Being crafted by Cevale
Crafted Set:
- Stormstruck Halberd
- Talisman of Wasps

Small retcon with the set crafting:
Since Talisman of Wasps is marked as Minor Rare, its actual gold value is lowered from 2,000 gp to 1,000 gp, and the extra poison damage is reduced from 1d6 to 1d4.

Swarm Storm (Major Rare, 2,500 gp, 25 days)
You gain the following effect while attuned to two items in the set:
A slight buzzing sound can be heard 10 feet around you, which increases in intensity as hostile creatures approach you. This noise disappears while you are hiding. As soon as you are aware of enemies in a combat encounter, tiny angry hornets of pale yellow and blue colors begin to magically appear hovering around you, crackling with electricity or swirling with ice respectively. Each time you hit with a melee weapon attack, one of these hornets dive bomb the target, exploding on impact to deal either 2 lightning or 2 cold damage. The first hornet of the encounter is always a pale yellow one, dealing lightning damage, which then alternates to the pale blue that does cold damage, and so on. You can use a bonus action to have the next sequential hornet ram an enemy you can see within 20 feet to deal its damage, or you can use an action to send the next two hornets instead. A creature that has taken at least 6 damage from these hornets in a single turn has their speed reduced by 10 feet until the start of your next turn. Hornets cannot be evaded, but they can be blocked by the Shield spell. They disappear when combat ends.

[Enhancement]



Equinox(in Faction Bank)
+1 Halberd – Very Rare (4750gp, 48 days) - Attunement
""Frostbitten steel is forged into this halberd’s blade and flow with a Paladin’s divine powers. Blessed Flame is imbued into the head of the halberd. The chilling steel and the warming flame come at odds with each other, slowly shifting in power. The Blessed Flame will slowly enwreathe the edge of the blade in the daytime, while the cold and icy magic from the Frostbitten steel will seep into the head of the halberd during nighttime. A small grove is engraved into each side of the blade in Celestial, one side reading “The light in the darkness.” and “The shroud in the sunlight.” on the other.

•While attuned to this halberd, your Strength Score gains +3.

•This halberd is in a never-ending cycle of time that betrays the workings of the world around it. A cycle works as follows: For 1 round it will be in dawn, for 4 it will be day, for 1 it will be dusk, and then for 4 it will be night, after which it will return to dawn. When you roll initiative, determine its progress through the cycle by rolling a d10, with the result being its place in the cycle. The halberd grants the following benefits depending on its place in the cycle:

• Day. When you deal fire or radiant damage, you deal an additional 1d6 damage of the appropriate type. Additionally, any healing spells you cast with an instantaneous duration restore an additional 1d6 hit points to the target.
• Night. This halberd deals an additional 1d6 cold damage on a hit. When you score a critical hit with this weapon, you deal an additional 2d6 cold damage and restore 2d6 hit points.
• Dusk and Dawn. You deal an additional 1d4 cold damage and 1d4 radiant damage whenever you roll damage against a creature. Additionally, any healing spells you cast restore an additional 1d4 hit points, and if the spell was hardcast, you restore hit points to all allies within 10 feet of you equal to your proficiency bonus.

Gauntlet of The Tinkerer
Gauntlet of The Tinkerer [10]
Wondrous (Gauntlet) – Minor Legendary 10,000gp – Attunement
This leather, brass, and steel gauntlet is covered in gears, valves, and piping that seems to all lead into the core of the glove. At its base is a metal casing that seems to allow a blade of fine size to slide in and lock in place.

While attuned to this gauntlet, you gain the following abilities and features:
• Hidden Blade: As an action you can store a light bladed weapon into the gauntlet, it is considered hidden and is difficult to notice when searched, increasing the DC to notice the blade by 5 on Investigation checks. This blade can be released and thrust forward or returned to its slot within the gauntlet as an item interaction. On the round that this is thrust from its sheath, if you are in an active combat, make a Sleight of Hand check, opposed by the Perception check of one creature within 60 feet. On success, you are considered hidden from that creature for your first attack against them until the start of your next turn. If you are not in an active combat, and you succeed on this check, your target is considered surprised in addition to the normal effects.
• Potent Touch: Any blade stored in the gauntlet deals an additional 2d4 points of any damage type that it can normally deal.
• Grappling Shot: As a bonus action, you can shoot a cord of metal from the gauntlet up to 120 feet away. Make a ranged attack roll with Proficiency. If this cord hits something that is heavier than you, you can choose to be pulled to the object by the grappling hook as a part of this bonus action. If this cord hits something that is lighter than you, you can pull that thing closer to you as a part of this bonus action. This ability can be used three times per long rest.
• Magic Adept: A full spellcaster attuned to this gauntlet can spend a bonus action to regain a single spell slot of up to 4th level. This can be done once per short rest. A half spellcaster can instead use this ability to restore a spell slot of up to 3rd level. A pact magic user or an Arcane Trickster or Eldritch Knight can use this ability once per long rest to restore a spell slot of any level that their class can cast that they have access to. In addition, anyone attuned to this gauntlet learns a single cantrip from the Cleric, Warlock, or Wizard class. They can cast this spell at will.
• -Your Dexterity score is increased by 4, up to a maximum equal to your score cap.
• This item is Glorybound.

Barbed Brass Ring
Membership within the Great Coven is marked by those that wear a barbed brass ring. Mundane to the sight but significant to the ordained.
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.

Symbol of the eleven

Wondrous (Symbol) - Minor Uncommon (550 gp)

"Huh? Say again - these ears don't work like they used to." "Gebbles... we told you to make a symbol of The Seven." "Oh."

• Learn From His Mistakes. The cantrip Mending can be cast from this symbol twice, regaining both uses after dawn.
• This item is Glorybound.

 

Carnage's Embrace (Cloak)
arnage’s Embrace (Major Rare)

Wondrous Item (Cloak) - Major Rare (2900 GP) – Attunement

A cloak imbued with the rage and hatred of the ancient elves that served under the banner of the Bane of Man. It inspires those who wear it into greater violence and brutality.

Revel in Carnage: You gain resistance to piercing and slashing damage.

With A Thousand Cuts: At the start of each combat, you may infuse a melee weapon you are holding with Carnage. Whenever you successfully hit an enemy with this melee weapon, you inflict a Delayed Wound upon the enemy. At the start of the enemy's next turn, for each Delayed Wound upon the enemy, they suffer 1d4 magical slashing damage, and the Delayed Wounds are consumed.

Even Dragons May Fall: Three times per long rest, after you successfully hit a creature that is currently suffering a Delayed Wound with a melee weapon attack, you may attempt to cause the creature’s free flowing blood to impale them by consuming all delayed wounds on that creature. The creature must then make a DC 14 CON save or suffer 2d6 slashing damage for every Delayed Wound consumed by this effect. A successful save halves this damage. The creature suffers healing reduction equal to the amount of slashing damage done from this ability until the start of your next turn. After this ability is used on a creature, all Delayed Wounds they are suffering from are removed.

The Swirling Eclipse
Being crafted by Cevale
+2 Masterwork Studded Leather - Legendary (12,600gp, 84 days) - Attunement

The item has the following mundane properties:
  • The time it takes to don and doff this armor is reduced to 3 rounds.
  • Walking, swimming and climbing speeds are increased by 5 feet. This gives you a swim and climb speed of 5 feet if you did not already possess them.

  • An armor made of the silk of the voidwidow, it's original maker's name lost in the annals of time. Wreathed in frost and cold, strange ticking sounds can be heard from the armor, though the source cannot be discerned. Enhanced by the great Highway woman, Selene, it cuts a sleek, close fitting figure, thrumming with eldritch energy in time with the ticking, creating a dark and subversive melody that pulses with hunger and malice.

    Your Constitution score increases by 4, up to a maximum equal to your ability score cap.

    Absorbent Feast. You can deal an extra 1d4 cold damage to one creature with your damaging cantrips once per turn. If the target takes this damage, it also gains a stack of Glacial Chill and you gain a damage reduction equal to the number rolled on the d4 as your armor feasts on the creature's warmth to reinforce itself. The armor stays reinforced until you take damage or when the combat ends. This effect can only be applied once at a time, you can choose to keep or replace the current number when applied again. This damage reduction is ignored by astral and primal damage types.

    Glacial Eclipse. This armor does not restrict Mage Armor from being cast upon yourself. While affected by Mage Armor in this way, a freezing cold aura emanates 10 feet around you instead of its normal effects. The area always feels shaded away from the sun as if an invisible object was casting a freezing cold shadow down upon the wearer. Objects in this area start to freeze over, the breath of creatures can be seen in the form of a pale mist, the chill clings to anything that lingers within the area too long. You are immune to effects of extreme cold while this effect is active. While in areas of extreme heat, the aura can be used as an equalizer to ward away the dangers of the hot climate, giving creatures within immunity to its effects. Enemies that start their turn in the aura or enter it for the first time in a round must succeed on a DC 17 Constitution saving throw or gain a stack of Glacial Chill.

    Glacial Chill. Glacial Chill can stack up to 5 times per creature. A creature can only gain a stack of Glacial Chill once per turn and loses a stack at the end of its turn if it has not gained one since the end of its last turn. The stacks are used by the following abilities:

    Shivering Hold. As a bonus action, you can force those afflicted by your Glacial chill to shiver relentlessly at inopportune times, subtracting 1 from any attack roll made against you for each stack of above 1 a creature has, to a maximum of -4. This ability lasts for 1 minute. You can use this ability twice, regaining both uses when you finish a short or long rest.

    Hibernal Sickness. As a reaction when an ally within your aura hits a creature with a melee attack which has at least 1 stack of Glacial Chill, you can well up a deep sensation of sickness within the target. It must succeed on a DC 13 + 1 per stack Constitution saving throw or have disadvantage on all attacks until the end of its next turn. You can use this ability five times, regaining all uses when you finish a short or long rest.

    Frostbite. As a bonus action, you can cause the chill you have applied on a creature to become deeper. Consume up to 5 stacks. The creature must succeed on a DC 15 Strength saving throw to attempt to power through the frigid hold. A creature has disadvantage on this save while Shivering Hold is active. Each level of power also applies all previous conditions.
    At 1 stack, the creature's movement is halved until the end of its next turn.
    At 2 stacks, the creature is restrained until the end of its next turn.
    At 3 stacks, the creature is incapacitated until the end of its next turn.
    At 4 stacks, the creature is stunned until its next turn.
    At 5 stacks, the creature is paralyzed and vulnerable to both cold and force damage until the end of its next turn.

    A creature can break itself or an ally free from all effects of Frostbite by using its action to succeed on a DC 15 + the number of stacks consumed Strength check.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]

     

    pets

    Heimlock- Main coon Cat
    Nidhogg- Basilisk Lizard, and current order of Money Hoard
    Rime- Lesser Flurry

     

    Blueprints
    Fantastiskt Magiskt Föremål

     

    Equipment
    The Great Coven
    Faction

    Warlock Celestial


    Hit Points

    Hit Dice: d8 per Warlock Celestial level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: d8 (or 5) + your Constitution modifier per warlock level after 1st

    Proficiences

    Armor: Light armor
    Weapons: Simple Weapons
    Tools: None
    Saving Throws: Wisdom Charisma
    Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

    Overview & Creation

    Home Warlock: The Celestial   Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.   Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.


    Class Features

    Expanded Spell List   The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Celestial Expanded Spells Spell Level Spells 1st Cure Wounds, Guiding Bolt 2nd Flaming Sphere, Lesser Restoration 3rd Daylight, Revivify 4th Guardian of Faith, Wall of Fire 5th Flame Strike, Greater Restoration Bonus Cantrips   At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Healing Light   At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.   As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest. Radiant Soul   Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. Celestial Resistance   Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. Searing Vengeance   Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.
     


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers


    Spellcasting

    Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus   You can use an arcane focus as a spellcasting focus for your warlock spells.


    Cold Resistance – You have resistance to cold damage.
    Amphibious – You can breathe air and water
    Seal of Water
    Your swim speed is increased by 30ft. If you should deal cold damage, the damage is increased by 2, this applies only once per source per turn.

    Water Planeswalker Abilities

    4th level feat: Watery Grasp
    When you make an attack or hard cast a spell that deals cold damage to any targets, you may choose a number such targets up to your proficiency modifier. The affected targets must make a constitution saving throw, or lose their reaction until the start of your next turn. You may use this three times per long rest.


    4th level feat: Aquatic Adept

    If you do not have a swim speed, you gain a 30 ft swim speed. If you already possess a swim speed, increase it by 15. You may cast water breathing once per day as an action, without expending a spell slot.


    8th level feat: Planar Attunement

    You gain resistance to cold damage. If you already have resistance to cold damage, instead gain DR to cold damage equal to your proficiency.


    8th level feat: Drowning Bell

    When you make an attack or hard cast a spell that deals cold damage, you may use your bonus action to force a number of targets up to your proficiency modifier to make a constitution saving throw. These targets must have been damaged by the attack or spell in question. When a target fails, they are considered silenced until the end of their next turn. You may use this once per Long rest.


    8th level feat: Ocean's Fury

    As an action, you call upon the fury of the elemental plane of water. For the next minute, all your attacks and spells deal an additional 2 points of cold damage. The additional damage from this can only benefit one damage roll per target. This amount increases to 4 at level 12. This may occur once per Long rest.


    12th level feat: Abyssal Depths

    You summon the might of the Plane of Water to completely entrap your foes. As an action, you can select a number of foes up to your proficiency bonus + your spell casting modifier within 90 ft. and force them to make a constitution saving throw. If they have been hit by cold damage in the last round, the save is made at disadvantage. On failure, they are stunned until the start of your next turn. You are also stunned for the same duration. You can use this once per long rest. If the stun on you is removed, it is also removed on the affected enemies.


    12th level feat: Aqua Dominus

    While you are affected by water breathing, you suffer no disadvantages to attacking or casting spells while in or under water. While Ocean's Fury is active, you gain elemental adept when you deal cold damage, and you regain your uses of Watery Grasp and Drowning Bell. This refresh can only occur once per long rest.


    Prestige 1 feat: Whirlpool

    As a bonus action, you can create a 10ft radius tidal pool at any point you can see within 60 ft of yourself. This tidal pool lasts 1 minute. Creatures who enter the area, or start their turn in it, must make a strength saving throw or be restrained. Creatures restrained in this way take an additional 3 cold whenever they are damaged by another source. This damage occurs once per turn. A creature affected by this can make a save at the end of their turn to remove the effect. Once they make the save, they cannot be affected by this ability again. This ability can be used twice per long rest.


    Water Binding
    Water binding: As an action, you can attempt to tether up to three creatures within 15 feet of each other Within 120ft of you. The creatures must make a strength saving throw or they are bound to each other. They cannot move more than twenty feet from each other. This effect lasts for 1d4 rounds and can be used once per long rest.


    Astral Form: Water
    For 1 minute as a bonus action, you can become your astral form, doing so results in you gaining a +2 to all attack rolls and you deal an additional 2d6 astral cold damage on any damage source you deal. Once this ability is used, it cannot be used again until you perform a long rest.


    Agonizing Blast
    When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

    Eldritch Smite
    Prerequisite: 5th level, Pact of the Blade feature
    Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

    Improved Pact Weapon
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
    In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
    Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

    Life Drinker
    When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
    Repelling Blast

    Beast Speech

    Thirsting Blade
    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

    Armor of Shadows
    You can cast mage armor on yourself at will, without expending a spell slot or material components.


    Radiant Soul

    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

     


    Celestial Resilience

    Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

    Class/Racial Features & Traits

    Mushrooms are a Pox

    Mushrooms have been cropping up in Dolten, and recently we were sent to cull them. Yes cull them, they were living sentient mushrooms, created by a pool of holy energy, which was tainted with the very magic that our Coven leader warned about, and that I've mentioned in the book I've been writing (shameless plug.) After the mushrooms escaped the first time, they hid in an underground cavern. Once the cavern reopened, it was discovered the mushrooms had evolved, and infected other lifeforms with the spores, creating sporified carnivorous plants, as well as a giant erm, mushroom lizard? We defeated that, and attempted to retrieve the spoils, and were attacked by a very large creature, which appeared to be a insects that was made of pure nightmare. It attacked one of my traveling compatriots who'd been heavily affected by the mushroom spores, and nearly killed him, but flew off before it could finish the job.   I've returned with the coven boss Vorazun, and we are investigating the pool. It was blocked off by some strange webbing, and after that was burned away, we came across a large pile of spore affected corpses, which Vorazun then also burned. The pool was burned away, and we were left with a patch of blighted, rather unholy ground.

    Of Grog and Gods

    Went to the Cellar's Deep with my new sparring mate Tarkus. Had some, Questionable, cactus juice, and talked about his Paladin erm… Link I guess with Silloway. It was both enlightening and terrifying in equal measure. I may have found a reason for this hobby of mine... I think I'll keep recording my interactions with other magic users throughout Kalkatesh. Perhaps by doing that, I'll get a better understanding of Magic as a whole, and understand myself better as a result. I may have also talked to Silloway..But I kinda disagree with what she stands for, at least what the apparition claimed. The kind of tenets she holds, seem a bit.. Extreme to my tastes. Seems like a nice, erm, God though I suppose. But more importantly, Tarkus Summoned a HORSE. A FUCKING DANCING HORSE. Man, I wanna learn to do that. And it Drinks. Oh, and tarkus used some of his paladini magic on me too. Made me feel brave, and kinda protected. It's what made me want to write about the magical feelings and stuff. Or rather, made me realize why I wanted to, I guess. But the bar's jumping and my drinks still full. So time to focus on living in the moment.

    Mixing magical sources

    Spoke with someone who actually has magic from two sources. One is a warlock pact, similar to my own, but to what he referred to as an abyssal one. Not sure what it is but he also Called it an Old One, so maybe it's even older than a regular god? Anyway, the other is being a worshiper of Runethare, so a priest I believe. Definitely interesting, considering how where I used to live views warlocks. But interestingly, while the sources stay separate, he can synergize and use both magics, however that works. When I asked him how it felt to use each one, he said the Arcane was more calculation based, whatever that means. I understood more of what he meant when he spoke of Runethares and beseeching the gods for aid. We spoke of the nature of being a warlock, with pact magic and whatnot. It would seems he has a far greater understand than I of what that does or does not mean. There's still much I don't know about magic. But I intend to find out all that I can.

    The first of Many. (druidic circle of the moon)

    Talked to Laylat the tortle several weeks ago. Just finally getting around to recording our conversation. It was quite interesting really. I look forward to conversing with other druids besides Laylat, and seeing how her experience differs. Below is a recording to the best of my memories. Laylat: Druid of Lorn-   Interaction of magic: "I'm a druid... Druids purpose is to maintain balance. Part of balance is to adapt and change. Lorn is misunderstood in some regards, certainly he is a god of death but he is also a god of change. For without fall rot and decay, there would be no new soil and the seasons would not turn. Death is as much a part of life as any other aspect, and there in deserves our respect and patronage."   "Every form feels different. And no you don't feel the heat at all. I would say that my sight is not impacted everything seemed pretty normal. I'll admit it's weird having six legs, but feels natural to use them and they respond without hesitation or difficulty. " ~Laylat describing giant beetle form.

    The beginnings of Idle research

    Within the confines of this book is the culmination of all my research into the different manners in which magic presents itself through the manipulation of mortals. I hope that this information is useful long after I have departed this mortal coil, and will benefit those who decide to partake in reading this.   If for any reason you detect a power force belonging the following types magics on your journey, and you do not know of their origins, leave the area if possible and report the occurrences. Your life is more important than mere curiosity.   Enchantment Conjuration Transmutation Necromancy Divination

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