Freya Character in Verum | World Anvil

Freya

Freya

Physical Description

Body Features

  • Very pale skin
  • Abnormally sharp fangs for a human
  • Long straight dark red hair
  • Blood Type is O-
  • Eyes

    Eyes change color based off of mood.

    Blue - She's in a good mood, having a good day or is in good company. She will be easier to persuade and to work with the bluer her eyes are. Happiness, Passion, Love, Elation
    Green - She's just experienced a loss of some kind or is unsure of herself. Her emotions are high and it will be difficult to reason with her however she will be slightly easier to manipulate. Sadness, Grief, Pain, Anxious
    Gray - She's in survivor mode and has likely cut off emotions as a survival mechanism. She will be extremely difficult to persuade. Calculating, Logical, Analytical
    Violet - Specks of violet will be briefly visible when she is affected by magic or she casts a spell. Her eyes have shifted to be completely violet on three occasions as a reaction to Sevenic influences.
    Multiple Colors - Typically her eyes are somewhere between two colors indicating she might be feeling a number of emotions. Confusion has all colors present starting gray at the center and shifting to green with a blue outer ring and specks of violet. Fear and Despair tend to manifest as a grayish green. These emotions are closely related to how she felt most of her childhood and mirror the typical overcast Doltenian sky. She is likely attempting to escape the situation or change it by any means. She desperate and dangerous like a cornered animal and is just as unpredictable.

Special abilities

Scout Rogue Abilities

Rogue (Scout) Class Abilities

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Skirmisher

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Superior Mobility

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
College of Whispers Bard Class Abilities

Bard (College of Whispers) Class Abilities

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a 1d6 . Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (2). You regain any expended uses when you finish a long rest.

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Psychic Blades

You have the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

Words of Terror

You can infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC (13) or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short or long rest.

Apparel & Accessories

All Black

Wears All Black

  • Simple Traveling Clothes
  • Tenebrous Arachnid Armor
  • Grasping Hand Scarf
  • Obscurity Spectacles
  • Cloak of Creeping

Mental characteristics

Personal history

Adventuring History
Freya never knew her parents. Growing up in an orphanage ran by the Great Coven in Witchtown and staying there until she was 18 years of age. She escaped a life in Dolten and began to travel Kalkatesh in search for a new home and a way to create a power balance within the world. She first visited the Bard's College but was overwhelmed by the emotional freedom they displayed so candidly. She moved on to Orde and explored much of Crestfall then eventually went to the Wall. From there she made the decision that she should find a home in Khao specifically the Floating City. There she joined the The Grasping Hand and has been loyal to them for several years.

Sexuality

Pansexual - Freya has never felt that gender or race should be a limiting factor in attraction. She does prefer those that are beautiful, powerful and a strong attraction to the devilishly handsome.

Accomplishments & Achievements

  • One of the two surviving adventurers to replace the Seal of Fire for the druids/Hkari.
  • One of Azolon's Chosen going into the Cathedral of Sin four times.
  • Rescued four captured adventurers on the Red Road.
  • Defeated the Viaken Valkyrie the Blood Eagle.
  • Secret
  • Exposed the misdeeds of The Fallen Lord the Emerald Marquis and carried out a high profile Grasping Hand contract for his capture.
  • Cleansed the Great Tree of Kytolok diving Into the Heart of Madness.
  • Negotiated peace between the Dwarves of Krazax and Duergar of the Underworld for the Earthen Crown.
  • Protected the continent of Kalkatesh from the Dilating One.

Mental Trauma

Show Spoiler
Physically and emotionally abused by the witches of the Great Coven while she was a Ward of Witchtown. Being accomplished chefs and bakers the witches would slip poisons into the childrens' food to test them not always having the proper antidotes prepared. Freya witnessed her best friend, a small Daborakian noble girl die horrifically from a poisoned meal. The witches subsequently forced Freya to wear the dead girl's dress and pretend to be her when the Night Guard came for an inspection of the orphanage due to mistreatment rumors. Freya swore to never love or care for anyone again because the pain she felt from the loss of her friend was worse than the abuse from the witches. After 18 years Freya finally found the courage to leave the witches. To this day she carefully checks all of her food and beverages for poison. She's managed to love again but her ideas of love are severely flawed.

Personality Characteristics

Savvies & Ineptitudes

Savvies

Savvies

  • Green Thumb
  • Sneaky
Ineptitudes

Ineptitudes

  • Cooking
  • Flirting

Likes & Dislikes

Likes

Likes

  • Sweets
  • Wine
  • Cheese
  • Fruit
  • Flowers
  • Beauty
  • Tieflings
Dislikes

Dislikes

  • Witches

Hygiene

  • Freya is very clean and neat unless she is working. She enjoys baths and smells of flowers usually. The first spell she learned was prestidigitation.

Social

Family Ties

Family
Nixie Foley: Half Sister https://thelivingworldofverum.obsidianportal.com/characters/nixie-foley
Linwrick Mossfoot: Husband (Deceased)https://www.worldanvil.com/hero/52c1a720-1d68-497e-832c-0d07f66862dd
Aymes (Bellerose) Firemane: Husband https://www.worldanvil.com/w/verum-arcadum/a/aymes-bellerose-person

Children:

Vishla (Adopted) Human Female Lorita Priest in training
Aislyn (Linwrick Mossfoot) Variant Human (Quarterling) Female
Flynn (Vincent Brewer) Variant Human Male
Grace (Adopted) Ghostwise Halfling
Roselyn (Linwrick Mossfoot) Variant Human (Quarterling) Female
Evelyn (Linwrick Mossfoot) Variant Human (Quarterling) Female
Marilyn (Linwrick Mossfoot) Variant Human Twin (Quarterling) Female
Merlyn (Linwrick Mossfoot) Variant Human Twin (Quarterling) Male
Azaleya (Aymes Bellerose) Unborn Half Elf Female

Social Aptitude

Social
  • Awkward Horrible Flirt
  • Contagious Paranoia
  • Practiced Manipulator

Speech

  • She feels comfortable communicating in both Dolten and Khao because she speaks Leaf Common.
  • Her accent is odd slipping into a Doltenian accent when she is upset or excited eventually turning into Undercommon Deep Speech as her emotions get more extreme.
  • She curses frequently in both Common and Undercommon.

Wealth & Financial state

Money

Total Platinum Gold Silver Copper Token
165.47 10 65 4 7 0

Magic Items

Bite of Cold

Bite of Cold

+1 dagger - Major Rare - Attunement - 1lb
This dagger is cold to the touch, almost painfully so, with runes of cold and ice adorning its blade. The handle is made of the bone of an unknown creature, and intricately carved into the visage of a winter wolf.
This dagger does an additional 1d4 cold damage on hit.
Once per long rest the attuned can use their action to make a ranged attack with this dagger, targeting a creature or construct. If that attack hits, the target must make a DC 14 Constitution saving throw, on a failed save they are encased in ice. While encased in ice the creature or construct is restrained, requiring a DC 14 Strength check to free itself. The dagger stays within the ice so long as it persists, unless it is pulled free with an action. If the target succeeds in freeing itself and the dagger is not yet removed, it falls to the target’s feet.
Slots Used: Base
Dark Noir Haute Couture

Dark Noir Haute Couture

Fine Clothes (Wondrous) - Legendary - Attunement
This dark dress, masterfully woven with spectral silk, combines contrasting senses of fine doltenian and khaon fashion into a billowing, almost ephemeral piece. It is both beautiful and haunting, while not restricting the wearer's mobility.
Your Charisma score increases by 4, to a maximum equal to your ability score cap.
Éternelle: When you would make a Constitution saving throw to maintain concentration, you can substitute your Charisma modifier in place of your Constitution modifier.
L’ Ombre: As an action, you can transform into a phantasmal shadow of yourself. You gain Lifesense out to a range of 30 feet, as well as Truesight out to a range of 5 feet. You are also considered to be under the effects of the Gaseous Form spell, but your fly speed is 20 feet instead of 10 feet. You can maintain this effect for up to 10 minutes, and can end it on your turn (no action required). You can use this ability three times, regaining expended uses when you finish a long rest.
Le Déplacement: While under the effects of L’ Ombre, you can use a bonus action to immediately teleport yourself to an unoccupied space within 30 feet of you, ending all effects of L’ Ombre. When you use this ability, you become invisible, as per the Greater Invisibility spell, until the end of your next turn.
Slots Used: Base Material, Adornment, Enhancement, Enchantment
Fadesteel Autowagon

Fadesteel Autowagon

Spider
Cargo Capacity – 2,000lbs
This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail.
It functions like a normal wagon and may contain up to 5 prisoners.
This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use.
This vehicle does not require horses to move.
In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road.
The DC to break the bars is 18
The DC to pick the locks is 18
The Grasping Hand Black Hat

The Grasping Hand Black Hat

Wondrous Scarf
Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well.
While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand.
Poisoner's Glove

Poisoner's Gloves

(Janus Hilden - Captured) Wondrous Gloves
This pair of black gloves is equipped with a hidden compartment for a dose of poison.
This can be applied in the following ways.
  • Contact poison that can be applied on a handshake, high five or similar function of mutual contact.
  • Injury poison that can be applied through an unarmed strike or melee weapon.
  • Injested poison by being sprinkled through the glove into food or drink.

Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a sleight of hand check as a part of this bonus action. Another creature must beat this sleight of hand check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.
Cloak of Creeping

Cloak of Creeping

Wondrous Cloak - Minor Very Rare - Attunement
This cloak has been crafted entirely out of silk from the epitome, The Creeping Death. Prayers to The Lord of Secrets and the Fortune Thief have ordained it, and motifs of their designs can be seen on the cloak if at just the right angle and level of light. At the end, the cloak was enchanted with a Siren’s Kiss.
You have advantage on Strength (Athletics) checks.
Whenever you move at least 20 ft. in a single round, you turn magically invisible until the next beginning or end of your turn, whichever comes first. This can only happen once in a round.
While you are invisible, you gain a climb speed of 20 ft., and the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
Slots Used: Base Material, Enchantment
False Daturas

False Daturas

Wondrous Hair Pins - Major Uncommon
his set of hair pins are made of white and purple satin flowers adorned with an unique metal.
You can cast the Disguise Self spell from this item twice, with both uses refreshing at dawn.
Slots Used: Base Material, Adornment, Enchantment, Spell Invocation x1
Kali's Nail

Kali's Nail

Dagger - Minor Rare
This dagger deals an additional 1d4 poison damage.
On a critical hit, the target must make a DC 13 Constitution saving throw or become poisoned until the end of their next turn.
While wielding this weapon, you are able to cast the Poison Spray Cantrip.
This dagger serves as a spellcasting focus.
Poison effects focused through this weapon have any associated DC increased by 1 against an injured creature.
Slots Used: Base
Moss, Mind, and Magic, Y Deffro

Moss, Mind, and Magic, Y Deffro

Wondrous Book - Very Rare - Attunement
This book has an eldritch eye on the cover as well as living moss gently attached so as to ensure it stays alive. On the front page is the title of the book: Moss, Mind, and Magic by Linwrick Mossfoot, Cardinal of the Moss.
Sentience: Moss, Mind, and Magic, Y Deffro is a neutral item with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has darkvision, hearing, and sight out to a range of 120 feet. The book communicates telepathically and can speak, read, and understand Common (Leaf), Dwarvish (Peak), Halfling, and Primordial (Astral).
Proficiencies: The book has a proficiency bonus of +3 and is proficient in the following skills: Insight, Investigation, and Persuasion.
Personality: The book acknowledges its name as "Y Deffro" in conversation. It speaks slowly and softly, each word calculated and each phrase concise. It is very open-minded, but unwavering in its devotion to The Moss. The book has three purposes: to educate the ignorant of The Moss, to seek and preserve balance between chaos and law, and to seek knowledge in all forms. If its wielder's goals run counter to its own, the wielder may still read from it, but will not be able to use any of its abilities.
Telepathic Bond: The book can establish a telepathic bond with a creature it can see that willingly accepts the bond and will only bond to whomever it determines is best aiding in its purpose. The bond has a range of 500 feet, and is broken if either creature wills it to, dies, becomes unconscious, or exceeds the range. Once bonded, both creatures are immune to any effect that would read their thoughts and can always telepathically communicate to each other.
This book has 3 charges which can be used on the following abilities:
Captivated Mind: You can spend 1 charge as an action to focus on a creature you can see within 60 feet of you, captivating it by flooding its thoughts with a complete vision of The Moss. The target must succeed on a DC 15 Wisdom saving throw or become non-hostile for 1 minute. You must concentrate on this ability, as though concentrating on a spell. This effect ends early if the creature suffers any damage.
Moss Mind: As a bonus action, you can connect up to 4 willing creatures within 60 feet of you that you can see into a hive mind of The Moss for 1 hour. When a creature in the Moss Mind fails an attack or saving throw, you can spend 1 charge to replace the failed roll with another attack or saving throw roll since the last turn from another creature in the Moss Mind.
Obscured Mind: When an ally is attacked by a creature within 60 feet of you, and you can see both targets, you can spend 1 charge as a reaction to obscure the attacker's mind and reduce the attack roll by your Wisdom modifier.
This book regains all charges after a long rest.
Slots used: Base Material, Enhancement, Enchantment, Special Crafter
https://www.worldanvil.com/w/verum-arcadum/a/moss-mind-and-magic-y-deffro-item
Siaradwch

Siaradwch

Wondrous Ring – Major Uncommon
This signet ring has the word “Fantasist” written on it and has been enchanted by a druid allowing for the following ability.
Ffrind Mwsogl: You imbue moss within 10 feet of you limited sentience and animation, giving them the ability to communicate with you. You can question moss about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Speaking with moss may done either audibly or through a Ghostwise Halfling’s Silent Speech. This ability requires concentration.
Slots Used: ???
Tellen's Mistake

Tellen's Mistake

Ring - Covenant
You are proficient in Deception and have advantage on Charisma (Deception) ability checks to pass yourself off while in a disguise. Other creatures have disadvantage on Wisdom (Insight) ability checks to see through your disguises.
You have resistance to acid damage.
Tenebrous Arachnid Armor

Tenebrous Arachnid Armor

+2 Studded Leather – Major Very Rare - Attunement
This studded leather armor once crafted from the tanned pelt of a wolf, embroidered with skittering thread, and crafted by a skilled artisan in the ways of pursuant hope, has now been refined with cat's eye lace woven within the skittering thread and enchanted with the latent shadows of the night feather. This armor now serves a premier enhancer of the wearer's physical balance, vision, movements, and cunning, making them just as deadly as a patient spider to an insect caught in its web.
While attuned to this armor, your Dexterity score increases by 2 to a maximum of 20, and your Strength score increases by 1 to a maximum of 20. Both of these are affected by ability score cap increases.
Additionally, you gain the following benefits:
Compound Infrasight: You gain darkvision up to a range of 30 feet. Additionally, the normal range at which you shoot ranged weapons is doubled.
Hidden Mandibles: You have advantage on Dexterity (Sleight of Hand) checks to conceal light weapons and poisons on your person.
Spider's Grace: You can cross surfaces as thin as 1-inch with ease and you have advantage on Dexterity (Stealth) checks. While prone, you can move at your full movement speed, and you do not suffer disadvantage on ranged weapon attacks as a result of being prone.
Superior Senses: You cannot be surprised. If you already have this effect from another source, such as the Alert feat, you can alert one other ally within 30 feet of you when they would be surprised. They can act normally on their first turn of combat.
Slots Used: Base Material, Adornment, Enhancement, Enchantment, Special Crafter
The Thorned Crown Series: Sicario

The Thorned Crown Series: Sicario

+1 Longbow - Very Rare - b]Attunement
A longbow crafted from wood of a Yew Tree, a permeation of rot spreading across the intricate carvings in the bark. Each arrow pulled seems to elicit a slight tolling of funeral bells, signalling the demise of its target.
This longbow increases your Charisma score by 2, to a maximum equal to your ability score cap, and deals an additional 1d6 necrotic damage on a hit. Additionally, you gain the following ability:
Curse of Rot: When you kill a creature with this weapon, you can immediately bestow a curse of rot upon its corpse (no action required by you). If it is animated or resurrected within the next minute, the curse activates, and afflicts the creature for 1 minute. For the duration, the creature has disadvantage on ability checks and attack rolls, suffers 2d10 necrotic damage at the start of each of its turns, and cannot regain hit points unless the curse is removed. You can only afflict two creatures with this curse, and you regain both uses on a short or long rest.
Slots Used: Base Material, Enhancement
The Emerald Scales

The Emerald Scales

Major Rare - Soulbound
Whenever your character's party would be rewarded, any gold awarded has its total increased by 20% (This does not stack with other Scales). This also increases the coined wealth of hoards by 5%. (This is a specific term that a player will be informed of, not any treasure pile.)
 

Firemane Manor Vault

Total Platinum Gold Silver Copper Token
400,500 0 400,500 0 0 0
Mask of Lies

Mask of Lies

Wondrous Mask - Major Rare - Attunement
This simple black mask is featureless, save for two cross-shaped slits where the eyes should be, behind these slits, is an empty void of shadows, only devil sight can see beyond this.
While attuned to this mask, you gain access to the following abilities and features:
Devil's Deal: Twice per long rest, you can change your appearance as if you had cast alter self to change your appearance, except the duration is Concentration up to 8 hours. While your appearance is changed, you are under the effects of the non-detection spell; however, you suffer disadvantage on any Persuasion checks you must make while in this altered form.
Serpent's Tongue: You gain Proficiency in the Deception skill, if you are already proficient, you instead gain a +2 bonus in the Deception skill.
Slots Used: Base, ???
Mask of the Veiled Mistress

Mask of The Veiled Mistress

Wondrous Mask – Major Rare – Attunement (Rogue)
This porcelain masquerade mask has feathered motifs, and any who wear it seem to give off an air of ill intent.
While attuned to this mask, you gain the following abilities and features:
Deceitful: Whenever the wielder would sneak attack, they deal an additional amount of damage equal to their Proficiency modifier. The attuned can't be targeted by any detection-based divination magic or perceived through magical scrying sensors.
Seven Veils: As an action the bearer of this mask can store a disguise of their own design in this mask. This disguise can later be retrieved and applied as a bonus action. The mask can hold up to seven disguises, the bearer's actual appearance is underneath these disguises as they are otherwise mundane.
Sultry: Your Charisma score is increased by two while wearing and attuned to this mask.
Slots Used:Base material, Enchantment, Adornment
+1 Alchemists' Supplies

+1 Alchemist's Supplies

two glass beakers, metal frame to hold a beaker in place over an open flame, glass stirring rod, mortar and pestle, pouch of common alchemical ingredients, salt, powdered iron, purified water

Aymes

Beauty in Enlightenment

Beauty in Enlightenment

Wondrous Mask - Legendary - Worthy 2 Exclusive Attunement
A stunningly brilliant black and white eye-mask once worn by a forgotten religious leader which grants its wearer unearthly Charisma. Those who gaze upon its wearer are struck with awe by the divine presence instilled by this mask and inspired to see its bearer’s goals fulfilled at all costs, even beyond death.
You may not attune to any other item that boosts your Charisma Score while attuned to this item.
Your charisma score is increased by 4, up to a maximum equal to your score cap.
Divine Presence: At the start of your turn, you may choose one ability score. You gain a bonus to saves with that ability score equal to your Charisma Modifier until the start of your next turn.
The March of the Broken: When an ally you can see within 120 feet would be slain by either failing their last Death Saving Throw or from an Instant Death effect, as a reaction you may expend your own Hit Dice to temporarily grant them a second lease. For each hit dice you expend in this manner, the target individual is granted an additional round to live. During this duration, the target individual has a Max HP of 1, but cannot be slain through conventional means. Each time the resurrected individual would be defeated during this duration, they instead have the remaining duration of the effect reduced by one round. Once the duration expires, the affected creature immediately suffers six levels of exhaustion and is unable to be resurrected for 24 hours. Servants of the Enemy and extraordinarily powerful creatures may bypass or prevent this effect.
If you expend your last Hit Dice on this ability, you suffer six levels of exhaustion after one minute and cannot be resurrected for 24 hours.
The Faith of the Pious: Whenever you would expend a Bardic Inspiration Die, score a critical hit, or roll a Natural 20 on a saving throw in True Combat you gain one point of Fidelity, to a maximum of 6. All points of Fidelity fade after combat. Fidelity can be expended for powerful effects.
Inspire Heroics: As a reaction, whenever an ally you can see within 120 feet would benefit from either a source of Bless or Bardic Inspiration origination from you, you may expend one Fidelity to double the result.
Manifest Destiny: As a reaction, whenever an ally you can see within 120 feet would fail an attack roll, skill check, or saving throw, you may expend two Fidelity to grant them a reroll per the Lucky Feat.
Inspire Ferocity: As a reaction, whenever an ally you can see within 120 feet would critically hit an attack, you may expend three Fidelity to double all damage dice rolled as part of the critical hit.
Slots Used: Base, ???
Light in the Dark

Light in the Dark

Shortbow - Major Uncommon
When you hit a creature with this weapon that is unaware of your presence or location, you deal an additional +1 damage.
While using this bow, you may extinguish non-magical fires in a size equivalent to a torch or small campfire by hitting the flame with an arrow.
As an action, you may create an arrow of radiance and fire it as normal. This arrow does no damage, but if it strikes an evil creature, they must succeed on a DC 12 Wisdom saving throw or lose any mundane low-light or darkvision they possess for 1d4 rounds. This ability may be used three times and refreshes at dawn each day.
Slots Used: Base
Borrowed Sight

Borrowed Sight

Wondrous Medallion – Major Uncommon
1lb: This medallion has been adorned with a Petal of Love, the small white petal nestled in its surface.
While holding this medallion you can use an action to concentrate on it and touch a willing creature. While you continue to concentrate and while the creature remains willing and in physical contact with you, you can see through the eyes of that creature. You benefit from any sight they might have, but you are blinded for the duration of this effect. The creature may also see through your eyes, so long as you are willing, maintain concentration on the medallion, and are in physical contact with them. Only one creature can benefit from this effect at any time.
Slots Used: Adornment
Obscurity Spectacles

Obscurity Spectacles (Goggles)

Wondrous Dark Glasses - Major Uncommon
You ignore disadvantages caused by strong winds and heavy precipitation to your Wisdom (Perception) checks that rely on sight.
Slots Used: Base, ???
Alignment
Chaotic Neutral
Age
26
Birthplace
Witchtown, Dolten
Children
Current Residence
Jackson's Pub, The Floating City
Gender
Female
Eyes
Color Changing
Hair
Long, Straight, Dark Red
Skin Tone/Pigmentation
Pale
Height
5'
Weight
105
Quotes & Catchphrases
FUCK!
Known Languages
Common Leaf, Deep Speech Undercommon, Thieves Cant, Wicked Infernal, Dwarvish, Elvish

Freya

Variant Human Race
Dolten / Ward of Witchtown Origin
Rogue (Scout) / Bard (Whispers) 9 / 3 Class & Level
Chaotic Neutral Alignment
Lorn Deity
Grasping Hand Faction
Hand Rank/Position
48 Loyalty
Order of the Moss Company

Strength 14
+2
Dexterity 18
+4
constitution 14
+2
intelligence 14
+2
wisdom 14
+2
charisma 20
+5
Total Hit Dice 12
Hit Die
1d8+2
+4 proficiency bonus
+2 Strength
+8 Dexterity
+2 Constitution
+6 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+6 Acrobatics
+4 Animal Handling
+4 Arcana
+4 Athletics
+13 Deception
+4 History
+10 Insight
+9 Intimidation
+10 Investigation
+4 Martial
+6 Medicine
+10 Nature
+10 Perception
+6 Performance
+9 Persuasion
+4 Religion
+12 Sleight of Hands
+12 Stealth
+10 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
20
Armor Class
97
Hit Points
+6
Initiative
40
Speed
WeaponAttackDamageRangeProperties
Silver Shortsword 1d20+4+4 1d6+4 -Finesse, Light, Piercing
Silver Dagger 1d20+4+4 1d4 20/60 ftFinesse, Light, Thrown, Piercing
Attacks
Passive Skills
SkillPassive
Investigation
27
Perception
27
Proficiencies
Proficiencies
Lorn Lip Service - Medicine
Variant Human - Intimidation
Ward of Witchtown - Investigation, Brewer's Supplies
Factionless Start - Poisoner's Kit, Deception
Grasping Hand - Alchemist's Supplies, Land Vehicle
Rogue - Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Thieves' Tools, Insight, Perception, Persuasion, Sleight of Hand
Survivalist - Nature, Survival
Bard Multiclass - Stealth, Harmonica
Academies - Longbow, Weaver's Tools
Expertise
Expertise
Rogue (1st Level) - Thieves' Tools, Perception
Survivalist - Nature, Survival
Bard (3rd Level) - Stealth, Sleight of Hand
Rogue (6th Level) - Investigation, Insight
Grasping Hand Loyalty 9 - Deception

Proficiences
Spells Known
Spells Known
CANTRIP
Prestidigitation
Message
1ST LEVEL
Healing World
Disguise Self
Longstrider
Dissonant Whispers
2ND LEVEL
Enhance Ability
Invisibility
Spells Per Day
Spell DC: 14 - Spell Attack Mod: +6
LevelPer Day
1st
4
2nd
2

Spellcasting
Poisons
Amount
Poisons
1
Essence of Ether
2
Malice
1
Torpor Poison
1
Purple Worm Poison
Potions
Amount
Potions
1
Antitoxin
1
Elixir of Health
1
Gaseous Form
2
Heroism
2
Invulnerability
2
Invisibility
1
Oil of Etherealness
1
Oil of Slipperiness
2
Speed
5
Supreme Healing
Scrolls
Amount
Scrolls
2
Dispel Magic
1
Dissonant Whispers
1
Enhance Ability
1
Feather Fall
1
Gentle Repose
2
Greater Invisibility
5
Healing Word
1
Hold Person
2
Lesser Restoration
2
Longstrider
3
Sending
Tools
Tools
Alchemist's Supplies - two glass beakers, metal frame to hold a beaker in place over an open flame, glass stirring rod, mortar and pestle, pouch of common alchemical ingredients, salt, powdered iron, purified water
Herbalism Kit - clippers, mortar and pestle, pouches, vials
Poisoner's Kit - glass vials, mortar and pestle, chemicals, glass stirring rod
Thieves' Tools - small file, set of lock picks, small mirror mounted on a metal handle, set of narrow-bladed scissors, pair of pliers
Mundane
Amount
Mundane
1
Bullseye Lantern
1
Harmonica
2
Silk Rope (50ft)
1
Hourglass
1
Magnifying Glass
2
Manacles
1
Pole of Collapsing
2
Masterwork Bandoliers
1
Signal Horn
1
Spy Glass
Mundane Weapons
Amount
Mundane Weapons
7
Dagger
1
Silver Dagger
1
Silver Shortsword
Bite of Cold

Bite of Cold


+1 dagger - Major Rare - Attunement - 1lb
This dagger is cold to the touch, almost painfully so, with runes of cold and ice adorning its blade. The handle is made of the bone of an unknown creature, and intricately carved into the visage of a winter wolf.
This dagger does an additional 1d4 cold damage on hit.
Once per long rest the attuned can use their action to make a ranged attack with this dagger, targeting a creature or construct. If that attack hits, the target must make a DC 14 Constitution saving throw, on a failed save they are encased in ice. While encased in ice the creature or construct is restrained, requiring a DC 14 Strength check to free itself. The dagger stays within the ice so long as it persists, unless it is pulled free with an action. If the target succeeds in freeing itself and the dagger is not yet removed, it falls to the target’s feet.
Slots Used: Base
Dark Noir Haute Couture

Dark Noir Haute Couture

Fine Clothes (Wondrous) - Legendary - Attunement
This dark dress, masterfully woven with spectral silk, combines contrasting senses of fine doltenian and khaon fashion into a billowing, almost ephemeral piece. It is both beautiful and haunting, while not restricting the wearer's mobility.
Your Charisma score increases by 4, to a maximum equal to your ability score cap.
Éternelle: When you would make a Constitution saving throw to maintain concentration, you can substitute your Charisma modifier in place of your Constitution modifier.
L’ Ombre: As an action, you can transform into a phantasmal shadow of yourself. You gain Lifesense out to a range of 30 feet, as well as Truesight out to a range of 5 feet. You are also considered to be under the effects of the Gaseous Form spell, but your fly speed is 20 feet instead of 10 feet. You can maintain this effect for up to 10 minutes, and can end it on your turn (no action required). You can use this ability three times, regaining expended uses when you finish a long rest.
Le Déplacement: While under the effects of L’ Ombre, you can use a bonus action to immediately teleport yourself to an unoccupied space within 30 feet of you, ending all effects of L’ Ombre. When you use this ability, you become invisible, as per the Greater Invisibility spell, until the end of your next turn.
Slots Used: Base Material, Adornment, Enhancement, Enchantment
Fadesteel Autowagon

Fadesteel Autowagon

Spider
Cargo Capacity – 2,000lbs
This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail.
It functions like a normal wagon and may contain up to 5 prisoners.
This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use.
This vehicle does not require horses to move.
In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road.
The DC to break the bars is 18
The DC to pick the locks is 18
The Grasping Hand Black Hat

The Grasping Hand Black Hat

Wondrous Scarf
Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well.
While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand.
Poisoner's Glove

Poisoner's Gloves

(Janus Hilden - Captured) Wondrous Gloves
This pair of black gloves is equipped with a hidden compartment for a dose of poison.
This can be applied in the following ways.
  • Contact poison that can be applied on a handshake, high five or similar function of mutual contact.
  • Injury poison that can be applied through an unarmed strike or melee weapon.
  • Injested poison by being sprinkled through the glove into food or drink.

Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a sleight of hand check as a part of this bonus action. Another creature must beat this sleight of hand check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.
Cloak of Creeping

Cloak of Creeping

Wondrous Cloak - Minor Very Rare - Attunement
This cloak has been crafted entirely out of silk from the epitome, The Creeping Death. Prayers to The Lord of Secrets and the Fortune Thief have ordained it, and motifs of their designs can be seen on the cloak if at just the right angle and level of light. At the end, the cloak was enchanted with a Siren’s Kiss.
You have advantage on Strength (Athletics) checks.
Whenever you move at least 20 ft. in a single round, you turn magically invisible until the next beginning or end of your turn, whichever comes first. This can only happen once in a round.
While you are invisible, you gain a climb speed of 20 ft., and the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
Slots Used: Base Material, Enchantment
False Daturas

False Daturas

Wondrous Hair Pins - Major Uncommon
his set of hair pins are made of white and purple satin flowers adorned with an unique metal.
You can cast the Disguise Self spell from this item twice, with both uses refreshing at dawn.
Slots Used: Base Material, Adornment, Enchantment, Spell Invocation x1
Kali's Nail

Kali's Nail

Dagger - Minor Rare
This dagger deals an additional 1d4 poison damage.
On a critical hit, the target must make a DC 13 Constitution saving throw or become poisoned until the end of their next turn.
While wielding this weapon, you are able to cast the Poison Spray Cantrip.
This dagger serves as a spellcasting focus.
Poison effects focused through this weapon have any associated DC increased by 1 against an injured creature.
Slots Used: Base
Moss, Mind, and Magic, Y Deffro

Moss, Mind, and Magic, Y Deffro

Wondrous Book - Very Rare - Attunement
This book has an eldritch eye on the cover as well as living moss gently attached so as to ensure it stays alive. On the front page is the title of the book: Moss, Mind, and Magic by Linwrick Mossfoot, Cardinal of the Moss.
Sentience: Moss, Mind, and Magic, Y Deffro is a neutral item with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has darkvision, hearing, and sight out to a range of 120 feet. The book communicates telepathically and can speak, read, and understand Common (Leaf), Dwarvish (Peak), Halfling, and Primordial (Astral).
Proficiencies: The book has a proficiency bonus of +3 and is proficient in the following skills: Insight, Investigation, and Persuasion.
Personality: The book acknowledges its name as "Y Deffro" in conversation. It speaks slowly and softly, each word calculated and each phrase concise. It is very open-minded, but unwavering in its devotion to The Moss. The book has three purposes: to educate the ignorant of The Moss, to seek and preserve balance between chaos and law, and to seek knowledge in all forms. If its wielder's goals run counter to its own, the wielder may still read from it, but will not be able to use any of its abilities.
Telepathic Bond: The book can establish a telepathic bond with a creature it can see that willingly accepts the bond and will only bond to whomever it determines is best aiding in its purpose. The bond has a range of 500 feet, and is broken if either creature wills it to, dies, becomes unconscious, or exceeds the range. Once bonded, both creatures are immune to any effect that would read their thoughts and can always telepathically communicate to each other.
This book has 3 charges which can be used on the following abilities:
Captivated Mind: You can spend 1 charge as an action to focus on a creature you can see within 60 feet of you, captivating it by flooding its thoughts with a complete vision of The Moss. The target must succeed on a DC 15 Wisdom saving throw or become non-hostile for 1 minute. You must concentrate on this ability, as though concentrating on a spell. This effect ends early if the creature suffers any damage.
Moss Mind: As a bonus action, you can connect up to 4 willing creatures within 60 feet of you that you can see into a hive mind of The Moss for 1 hour. When a creature in the Moss Mind fails an attack or saving throw, you can spend 1 charge to replace the failed roll with another attack or saving throw roll since the last turn from another creature in the Moss Mind.
Obscured Mind: When an ally is attacked by a creature within 60 feet of you, and you can see both targets, you can spend 1 charge as a reaction to obscure the attacker's mind and reduce the attack roll by your Wisdom modifier.
This book regains all charges after a long rest.
Slots used: Base Material, Enhancement, Enchantment, Special Crafter
https://www.worldanvil.com/w/verum-arcadum/a/moss-mind-and-magic-y-deffro-item
Siaradwch

Siaradwch

Wondrous Ring – Major Uncommon
This signet ring has the word “Fantasist” written on it and has been enchanted by a druid allowing for the following ability.
Ffrind Mwsogl: You imbue moss within 10 feet of you limited sentience and animation, giving them the ability to communicate with you. You can question moss about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Speaking with moss may done either audibly or through a Ghostwise Halfling’s Silent Speech. This ability requires concentration.
Slots Used: ???
Tellen's Mistake

Tellen's Mistake

Ring - Covenant
You are proficient in Deception and have advantage on Charisma (Deception) ability checks to pass yourself off while in a disguise. Other creatures have disadvantage on Wisdom (Insight) ability checks to see through your disguises.
You have resistance to acid damage.
Tenebrous Arachnid Armor

Tenebrous Arachnid Armor

+2 Studded Leather – Major Very Rare - Attunement
This studded leather armor once crafted from the tanned pelt of a wolf, embroidered with skittering thread, and crafted by a skilled artisan in the ways of pursuant hope, has now been refined with cat's eye lace woven within the skittering thread and enchanted with the latent shadows of the night feather. This armor now serves a premier enhancer of the wearer's physical balance, vision, movements, and cunning, making them just as deadly as a patient spider to an insect caught in its web.
While attuned to this armor, your Dexterity score increases by 2 to a maximum of 20, and your Strength score increases by 1 to a maximum of 20. Both of these are affected by ability score cap increases.
Additionally, you gain the following benefits:
Compound Infrasight: You gain darkvision up to a range of 30 feet. Additionally, the normal range at which you shoot ranged weapons is doubled.
Hidden Mandibles: You have advantage on Dexterity (Sleight of Hand) checks to conceal light weapons and poisons on your person.
Spider's Grace: You can cross surfaces as thin as 1-inch with ease and you have advantage on Dexterity (Stealth) checks. While prone, you can move at your full movement speed, and you do not suffer disadvantage on ranged weapon attacks as a result of being prone.
Superior Senses: You cannot be surprised. If you already have this effect from another source, such as the Alert feat, you can alert one other ally within 30 feet of you when they would be surprised. They can act normally on their first turn of combat.
Slots Used: Base Material, Adornment, Enhancement, Enchantment, Special Crafter
The Thorned Crown Series: Sicario

The Thorned Crown Series: Sicario

+1 Longbow - Very Rare - b]Attunement
A longbow crafted from wood of a Yew Tree, a permeation of rot spreading across the intricate carvings in the bark. Each arrow pulled seems to elicit a slight tolling of funeral bells, signalling the demise of its target.
This longbow increases your Charisma score by 2, to a maximum equal to your ability score cap, and deals an additional 1d6 necrotic damage on a hit. Additionally, you gain the following ability:
Curse of Rot: When you kill a creature with this weapon, you can immediately bestow a curse of rot upon its corpse (no action required by you). If it is animated or resurrected within the next minute, the curse activates, and afflicts the creature for 1 minute. For the duration, the creature has disadvantage on ability checks and attack rolls, suffers 2d10 necrotic damage at the start of each of its turns, and cannot regain hit points unless the curse is removed. You can only afflict two creatures with this curse, and you regain both uses on a short or long rest.
Slots Used: Base Material, Enhancement
The Emerald Scales

The Emerald Scales

Major Rare - Soulbound
Whenever your character's party would be rewarded, any gold awarded has its total increased by 20% (This does not stack with other Scales). This also increases the coined wealth of hoards by 5%. (This is a specific term that a player will be informed of, not any treasure pile.)
Black Candle from Rotting Wound (Everburning Candle)
Topaz Bracelet. (Worth 300gp)
Ruby teardrop earrings

Yeeted somewhere into Manor
Bottle of Doltenian ‘Dark Hydra’ Whiskey
A Warm Blanket
A Comfy Blanket
Disguise Kit including Color Changing Wig
Black Dress
Black Traveling Clothes
Sea Themed Masquerade Mask
Black Silk Bikini
Masterwork Courtier's Outfit
Equipment
Grasping Hand
Faction
Razzle Dazzle
Stat Array
Doltenian

Doltenian

Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects. A Doltenian has a strong mind. +1 Wisdom

Ward of Witchtown

You know not to trust things as they seem. you receive a +2 to passive perception and investigation. You have had several dark mothers raise you. Through them you are well connected. You see the world in many different ways. Skill Prof – Investigation Corruption Bonus – +1 Constitution Corruption ability: You do not trust anyone completely, you may not benefit from allies performing the aid action.
Feats

Observant

Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence 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.
Ability Score Improvements

Ability Score Improvements

Variant Human - +Dexterity, +1 Charisma
Observant - +1 Intelligence
Doltenian - +1 Wisdom
Ward of Witchtown - +Constitution
Rogue (4th Level) - +2 Dexterity
Rogue (8th Level) - +2 Charisma
Scout Rogue Abilities

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Skirmisher

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Superior Mobility

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
College of Whispers Bard Abilities

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a 1d6 . Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (3). You regain any expended uses when you finish a long rest.

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Psychic Blades

You have the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

Words of Terror

You can infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC (13) or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short or long rest.

Class/Racial Features & Traits

Important RP Phase 2

Secret Notes

PHASE ONE

See Secrets

Phase 3

Secret Notes

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