Drixl Loon Character in Verum | World Anvil

Drixl Loon

Drixl Loon

"Uuuuuuuuuuuuuuuuhhhhhhhhhhhhhh..."

Physical Description

Facial Features

Resting Tired Face, bags under eyes

Physical quirks

His eyes are a solid red color. No white. No irises. No pupils.

Apparel & Accessories

Imperial Elven robes decorated with a night sky pattern. Old-fashioned sleeping cap. Crescent moon pendant.

Mental characteristics

Mental Trauma

  • Chronic Insomnia
  • Survivor's Guilt

Personality Characteristics

Motivation

Drixl is grateful to Žvaigždė for saving him from certain death in the badlands. He aspires to follow her tenets and learn more about her.

Vices & Personality flaws

Lethargy

Social

Family Ties

Adopted into House Malcees

Mannerisms

Seems perpetually sleep-deprived. Shambles around like a zombie. Pauses a lot while talking.

"Uuuuuuuuuuuuuuuuhhhhhhhhhhhhhh..."

Character Location
View Character Profile
Age
26
Date of Birth
Unknown
Children
Current Residence
Iitanas Imperium
Gender
Male
Eyes
Solid Red (No discernible irises or pupils)
Hair
White
Skin Tone/Pigmentation
Grayish Blue
Height
5ft 6in.
Weight
125 lbs.
Quotes & Catchphrases
"Uuuuuuuuuuuuuuuuhhhhhhhhhhhhhh..."
Known Languages
Common, Elven, Celestial

Drixl Loon

Half-Elf (Dark Elf) Race
Badland (Wendigo Soul*) Origin
Lunar Warlock 5 Class & Level
Neutral Good Alignment
Oun Deity
Iitanas Imperium Faction
Citizen Rank/Position
2 Loyalty
N/A Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+5 Dexterity
+5 Constitution
+2 Intelligence
+5 Wisdom
+9 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+7 Deception
+0 History
+3 Insight
+4 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+3 Nature
+0 Perception
+4 Performance
+4 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
12
MV
1
Prestige
1
Attunement Slots
16
Armor Class
58
Hit Points
+3
Initiative
30
Speed
Primeval Rose (+2 Rapier) 1d20+6+2 1d8+3+2
Katar 1d20+6 1d6+3
Shadow Blade 1d20+6 3d8+3
Chill Touch 1d20+7 2d8+4
Guiding Bolt 1d20+7 6d6+4
Attacks
Armor: Light armor
Weapons: Simple weapons, Katar (Pact of the Blade)
Tool Proficiencies: Painter's Supplies, Smith's Tools, Navigator's Tools

Skills: Insight (Oun), Deception, Nature
Proficiences
----Cantrips-----
Dancing Lights
Light
Sacred Flame
Chill Touch
Mage Hand
Eldritch Blast

---1st LVL Spells----
Guiding Bolt
Hex

---2nd LVL Spells---
Moonbeam
Mirror Image

---3rd LVL Spells---
Dispel Magic
Thunder Step
Spellcasting

On-Person


Citizen Badge
Imperial Robes
Fadesteel Ring (+3 HP)
light crossbow - 20 bolts
arcane focus (crystal moon necklace)
1x katar
1x spear
2x daggers
1x Holy Symbol of Oun
2x Bandoliers

Current Pact Weapon


Primeval Rose
+2 Rapier - Major Very Rare (5940gp, 60 days to craft)

An unassuming floral accessory of a white primrose blooming. It can freely change appearance and shape as required by its wearer to best suit their outfit or disguise. It also doubles as a bladed weapon in times of need, the hilt a white rose bud surrounded by a few thorns, its heart pulsating and the thorny vines growing as combat becomes more intense, until it blooms, in spite of the carnage that may be wrought, like a flower in the dawn. Two intertwining flowers run along the blade, weaving an intricate motif.

An an item interaction, this blade can be transformed into a floral accessory up to 1 inch in diameter, with an appropriate means of attaching to the wearer as they wish ; such as a hair clip, a pin, or a wrist bank. The weapon also has the following ability:

Thorns of Battle. As combat progresses, the blade grows thorns along the entirety of the hilt, crawling up the wielder's arm. At the end of the wielder's turn, if at least one of their attacks with this weapon hits, the weapon gains 1 thorn, or 2 thorns if the attack was a critical hit, to a maximum of 10 thorns.
At the end of a turn where the weapon would gain no thorns, the wielder can choose to reduce their hit points by an amount equal to 2 times the number of thorns the weapon has, or else the weapon loses 5 thorns.

Thorns grant access to the following effects at certain thresholds:

Prick (1 Thorn). When the wielder takes damage from a creature they can see within 10 feet of them, they can expend 1 thorn to inflict piercing damage to the target equal to 1 + the number of remaining thorns.

Symbiosis (2 Thorns). The vines crawling up the wielder's arm attach to it, shrouding it in murky shadow, allowing this weapon to be wielded without occupying a hand. While attached, the weapon cannot be disarmed or removed. If the number of thorns falls below 2, the weapon returns to the hand if it is unoccupied, or falls to the floor in the same space if it is.

Mend (4 Thorns). When the wielder would gain or grant temporary hit points, add 1d4 to the total for all targets. The wielder can expend up to 3 thorns as an item interaction to increase the die size by 1 step per thorn expended for that instance of temporary hit points (max 1d10).

Ken (6 Thorns). The wielder can expend up to 4 thorns as an action to restore a spell slot of the same level. Once this ability has been used, it can't be used again until the next dawn.

The weapon loses all thorns when combat ends.


Attuned


Fool
Throwing Knife - Major Rare (2,500 gp) - Attunement

A knife of blackened glass that trails a shadowy haze from its point with every strike. When called, it disappears into a wisp of darkness and reappears in hand as such.

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

When you attack a creature you are hidden from with this weapon, the creature you are attacking must make a successful Wisdom (Perception) check against your Dexterity (Stealth) check to know your position.

Shadowy Return: This weapon automatically teleports back to your hand on a successful hit with a ranged attack. Alternatively, you can spend 1 charge as a bonus action to have it teleport back to your hand if it's within 60 feet of you. This ability has 3 charges and refreshes during a long rest.


Unattuned


Fae touched bracers
T1 Prestige 2 Mission Reward Item
Wondrous(bracers) Minor Rare(1,500gp) - Attunement

A pair of bracers that bear the lingering effects of fae corruption.

Your Charisma score increases by 1, up to a maximum equal to your score cap.

Charm of the Fae. As an action, you can call upong the power of the Fae. Choose a creature within 30 feet of you. They must make a DC 13 Wisdom saving throw or become charmed by you for 3 rounds, or until they suffer damage. You can use this feature once, regaining the use after finishing a long rest

Fae protection. You gain resistance to lightning damage.

This item is Glorybound to Level 3+


In Bandoliers (6 slots total)


4x Greater Healing Potion
1x Scroll of Protection from Evil and Good
1x Potion of Resistance (Necrotic)

In Backpack


painter's supplies
leather armor
1x Potion of Resistance (Necrotic)
2x Scrolls of Snare
2x empty vials
Dungeoneer's Pack: a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Resources


5,306 gp
Crafting Tokens: 15
Equipment
Iitanas Imperium
Faction
Mad Man
Stat Array

Half-Elf (Drow)


Ability Score Increase
Cha +2
Choose any other two unique +1 (Dex, Con)

Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Dark Elf Magic
A half-elf of drow descent know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages
Common, Elven, Celestial



Origin


Badlands
+10 HP
+2 to Saving Throws



Deity: Oun


Lip Service
Skill Proficiency in Insight



Lunar Warlock Class Features


Blessing of the Moon
At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.

Pact Boon
Pact of the Blade: Katar
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Invocations


Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Lunar Aegis
Prerequisites: Lunar Pact Warlock, 5th level.
You may cast the Shield spell a number of times per day equal to your Charisma bonus. This recharges as the end of a long rest.


Iitanas Imperium Faction Features


Loytalty


+2 HP

Fighting Styles


Imperial Dance
The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.


Aladine's Glory
Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).


House of Malcees


*Replaces benefits of Wendigo Soul
Ashes of Heresy
Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.


Edicts


An Iitanas Imperium member can choose one edict when they go on a mission. Once chosen, it does not change for the rest of entire mission. Access to edicts requires a Loyalty of at least 2.
Edict of Xian Tor
At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.

Edict of Zel’Itar
During True Combat, whenever a member of the Iitanas Imperium that is a Shar’kai would defeat an enemy, they are considered to have defeated 2 for Glory of Aladine. The total bonus to damage and AC from the Imperial Dance Fighting Style is increased by 1 while in True Combat.


Other


Tool Proficiencies
*Painter's Supplies
*An Artisan Tool of your choice (Smith's Tools)

Specialize Defense Agenda Completed
Faction members gain DR 2 when receiving Force damage



Feats


War Caster
* 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.

Class/Racial Features & Traits