Isabelle Lumineous Character in Verum | World Anvil

Isabelle Lumineous

Isabelle Lumineous

Mental characteristics

Personal history

she grew up in a caravan going through the desert and she was dancing to do spectacles when she was in age, not long ago bandits attacked the caravan and she is the only one left alive because she did find *somewhere* to hide, She lost everything in this event. The bandits got caught few months after the incidents, so she try to find a way to live her new life ...

Mental Trauma

When she was 17, Her caravan got attacked by bandits, she survived by hiding under the corpses of her familly. now she is haunted by nightmare of her familly wanted her to join the other side while crawling at her. She still does these nightmare from time to time.

Morality & Philosophy

I accept to suffer all the nightmare of the world, if it let me strong enough to make the one i love safe from the cruelty of this world
-Isabelle at the black pantheon temple after what happened to her familly-

Social

Contacts & Relations

Morrigan Azure : friend at first, always took care of Isabelle, and often got on the same Missions, they becames lovers after she runned at the tear because of a rejection, Now Isabelle bear Morrigan child
Lapis Lerost : Needed to hide her relationship with Morrigan at first... now also her lover
Roxane : Friend that helped her in a rough time, want to teach her more but every time something happens reporting the teaching session...
Elisa : Friend that helped her in a rough time, Isabelle love seeing her with so much energy... Maybe a little jealous since Isabelle always get tired easily...
Zherlius : When first saw Isabelle was interressed in him... but after some try, Zherlius never tried anything so now she see him as a brother.
Quirky : Firstly saw him as a good friend, the relation became more close and she looked at him as a brother, after some incidents and nightmares Isabelle confused some feelings about Quirky and confessed to him... it did not go well and they haven't really talked since
Salethar : Superior in the sworn, she just see him as a colleague more than anything else
Joblen : Same than Salethar, but the recent accident with Quirky, she see him in a less optimistic way
Jay : Asked her to get a massage one day, it was really nice, but seeing her take care of Isabelle when she had the fever makes Isabelle think of her as a good friend

Family Ties

Lost any ties not so long ago...
But now is in relation ship with Morrigan and Lapis, she bear Morrigan child

Religious Views

Since the accident, she started following Wode, Trying to find a way of growing up from the nightmares she makes... Also a way to see her familly again, even for a short time.
Recently she conciders leaving the Knightmares and start worshiping an other god... she cannot bear the nightmares anymore, especially when she bear the child of Morrigan

Mannerisms

Always push herself to exhaustion, never know her limit

Speech

can speak, read, and write Common , Abyssal , Draconic, Deep speech and infernal

A beautiful female yuan-ti with black scales counterbalaced by a white skin, black hairs and emerald eyes. Wearing a mix of armor and dancing clothes. That love dancing more than anything else.

View Character Profile
Alignment
Lawful Neutral
Age
20
Date of Birth
???
Birthplace
Somewhere in the Desert of Majital
Children
Current Residence
At the Wyvern Tear
Gender
Female
Eyes
Emerald
Hair
Black with green reflects
Skin Tone/Pigmentation
White with Black Scales
Height
1m65
Weight
63 Kg

Isabelle Lumineous

Yuan-ti Pureblood Race
Sand-strider (Majital) Origin
Bard | college of valor | Knightmare 6 Class & Level
Lawfull Neutral Alignment
Wode Deity
Crowsworn Faction
Member / Private Rank/Position
6 Loyalty
Company

Strength 11
+0
Dexterity 15
+2
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 1D8
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+5 Deception
+2 History
+1 Insight
+4 Intimidation
+2 Investigation
+1 Martial
+1 Medicine
+2 Nature
+3 Perception
+9 Performance
+4 Persuasion
+2 Religion
+3 Sleight of Hands
+8 Stealth
+3 Survival
skills

 
20
MV
0
Prestige
1
Attunement Slots
19
Armor Class
52
Hit Points
+2
Initiative
30 ft.
Speed
Rapier 1d20+5 1d8+2
Dagger 1d20+5 1d4+2
Longbow 1d20+5 1d8+2
Attacks
-Tool Proficiencies
Hand Drum,Lute, Flute,calligrapher supplies expert


-Armor
Light armor, Medium armors, Shield


-Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords, Martial


-Saving Throws
Dexterity, Charisma


-Attribute Cap Increase
+2 Charisma; This boosts the maximum of the ability score but not the score itself.


-Skill Proficiencies
Performance x2, Deception, Perception, Arcana, Survival, Stealth x2

Proficiences
cantrip and Atwill:
Mage Hand
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

poison spray
Casting Time 1 Action
Range 10 Feet
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
animal friendship
Casting Time 1 Action
Range 30 Feet
Duration 24 Hours
Components V, S

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. (unlimited but on snakes)
Message
Casting Time 1 Action
Range 120 Feet
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Minor illusion
Casting Time 1 Action
Range 30 Feet
Duration 1 Minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. I you create a sound, it's volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger that a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Detect magic
Casting Time 1 action
Range Self
Duration Concentration, up to 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Suggestion
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.

1st level:
Sleep
Casting Time 1 action
Range 90 feet
Duration 1 minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Bane
Casting Time 1 action
Range 30 feet
Duration concentration, up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Heroism
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Cure Wounds
Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.

Thunderwave
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level 2:
Heat Metal
2nd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Knock
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Level 3:
Clairvoyance
3rd-level divination

Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Enemies abound
Enchantment

Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Spellcasting
Weight: 126/165
-A dagger, a flute, a Longbow, a Quiver, 30 Arrows, a breastplate, a lute and a Hand-drum

-A set of fine clothes, an entertainer’s pack and a pouch containing 385 GP.

-Iron Crown - This crowned helm provides a protection like that of a shield, providing a +1 bonus to AC (this does not stack with a shield).

-Improved Starting Equipment - x2 Potions of Healing, 3 empty vials, Net.

-Bandolier 2x

-16 crafting tokens

-8 Scrolls of Alter Self

-Holy Symbol of Iass

-Anubis Plushie , Joblen Plushie


Tempo
Tempo
Rapier, Rare, Attunement.

This rapier is decorated with golden lines. At the hilt of this raper is depicted an eye, a sword striking through it.

Overwhelming Tempo: Upon scoring a critical hit, you can have a target make a DC 13 Constitution saving throw or be stunned until the end of your next turn. This ability has two uses, refreshing all uses after a long rest.

Keep The Tempo: Remove The Restrained condition from yourself. This ability has two uses, refreshing all uses after a long rest.

Poisoning Assualt: As a triggered action to hitting someone, you can have them make a DC 13 Constitution saving throw. On a failed save, this target is poisoned until your next turn. They automatically succeed the saving throw if they are immune to the poisoned condition. This ability has two uses, refreshing all uses after a long rest.


Belt of Spikes (using it)
Whip - Minor Rare (1500gp) - Attunement (Wode Lipservice)

This belt is quiet big, and definitely looks as though it would hurt to be hit by it.

This item has the following mundane property:
It can be worn as a belt

A Terrifying Hit. Upon hitting an enemy, you can make them roll a wisdom saving throw DC 13 or be frightened of you for 1d4+1 rounds. A creature can repeat the saving throw at the end of their turn as long as you are not in their line of sight. You can use this ability two times, regaining its uses after finishing a long rest.

Extremely Pointy Spikes. This weapon deals 1 additional bleed damage on hit.

Stand Your Ground. You can use an action in order to remove the frightened condition from an ally within 15 feet. You can use this ability two times, regaining its uses after finishing a short or a long rest.

This item is Glorybound


Spined Hide
Hide Armor - Minor Rare (1500 gp) - Attunement

Not many people face a basilisk and live. While their hide contains many rigid spikes they have a strange flex that allows them to stealthily follow their prey. You took it upon yourself to utilize this trait for your own benefit.

Your Dexterity ability score is increased by 1, up to a maximum equal to your score cap.

Stalking Spikes. You gain a bonus +2 on Dexterity (Stealth) checks, and can attempt to hide when you are in rocky terrain.

Persistent Predator. As a reaction to being targeted by an effect that attempts to petrify, grapple, or restrain you, you gain advantage on checks and saves to resist those conditions. You can use this ability four times, regaining its uses after finishing a long rest.

Tier 2 mission reward - DM: Kroacthu Recieved the 2021/02/07 at 1:26 am Euw timezone, reward from khao petrification problem, mission ended at 2021-02-13

This item is Glorybound.

Equipment
Crowsworn
Faction
The Mad Man
Stat Array
-MV TRACKER!

-Mother of 5 kids

--------------[Race and Origin]--------------
-Language
You can speak, read, and write:
-Common (sand)
-Draconic (scale)
-Deep speech (undercommon)
-Wicked (infernal and abyssal)

-Meditation
You don't need to sleep, but can instead meditate similar to an elf for 4 hours, gaining the benefit of an 8 hour rest. If you are also an elf, you reduce the time to 2 hours.

-Darkvision
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.

-Poison Immunity
You are immune to poison damage and the poisoned condition.

-Magic Resistance
You have advantage on saving throws against spells and other magical effects.

-Innate Spellcasting
-You know the poison spray cantrip.
-You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it.
-Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
-You can use Detect magic at will

--------------[Bard|College of Valor]--------------
-Saving throws DC for bards = 14
Saving throws DC for Bards spells is 8 + Your Proficiency Modifier + Your Charisma modifier

-Expertise
double proficiency bonus on: Performance, Stealth

-Bardic Inspiration (d8)
Combat Inspiration: A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

-Jack of all trade
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.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

-Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

-Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

-Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

--------------[Crowsworn]--------------
-Beguiling Grace
You gain an aura of dark allure. You gain a +2 on intimidation checks against good or chaotic creatures, and +2 on persuasion checks against lawful or evil creatures.

-Breath of the Darkest Night
You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you.. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.

--------------[Knightmare]--------------
-Saving throws DC for Knightmare = 14
Saving throws DC for Knightmare abilities is 8 + Your Proficiency Modifier + Your Highest Mental Stat + Your Prestige.

-Leeching Terror
Your weapon is infused with the Terror of Wode. As a bonus action, you empower your next attack to afflict enemies with parasitic nightmares. On your next successful attack, the target must succeed a wisdom saving throw or suffer a stack of Leeching Terror. It can be is removed by Lesser Restoration, Remove Curse, or landing an attack against the Knightmare.
If a creature's unconscious at the start of their turn, the stacks detonate, dealing 1d8 psychic per stack.(Prevents nonlethal attacks, yes.)
You can cast of Sleep at 1st level once without expending a spell slot. You regain the ability to do so when you finish a long rest.
The maximum number of Leeching Terror stacks on a creature is 2.

-Prestiges Bonus

Prestige 1
The Terror, it fuels me: You gain an additional 10ft of movement when moving towards a target affected by Leeching Terror.

Prestige 2
A Nightmare Shared: When an enemy is dealt damage by Leeching Terror, all enemies within 5x your prestige feet of the enemy damaged must make a wisdom saving throw, or gain a stack of Leeching Terror themselves.

Prestige 3
Inescapable Fear: As a bonus action, you can target a number of enemies that have Leeching Terror stacks, up to your prestige. The targets must succeed a wisdom saving throw or be rooted by fear. They are considered restrained until the end of their next turn.

Prestige 4
Nightmares, Unyielding: When stacks detonate due to being rendered unconscious , the target only does not lose it's current stacks.

-Leeching Terror Stacks
Each additional stack requires a failed save to occur. The effects are cumulative.

Apprehension: Should the affected attack the Knightmare, they must make a wisdom saving throw, or redirect their attack. If there are no other targets available, they lose that attack. Once they make this save, they cannot be affected by apprehension for 24 hours.

Terror: The target must make a Wis saving throw, or use its full action to move as far away as possible. Once the save is succeeded, they cannot be affected by terror for 24 hours.

Fear: The limbs shake with terror and fear. The first attack each round is done at disadvantage.

Never Ending Nightmare: The Target must make a wisdom saving throw or be affected by magical sleep as long as they have line of sight on the Knightmare. At the end of each turn, they may repeat the save.

Class/Racial Features & Traits

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