Madoka Grey Character in Verum | World Anvil

Madoka Grey

Madoka Grey

A dhampir seeking out redemption and accepting himself for who he is. Just enjoys to drink tea, share sweets, and read books.

Mental characteristics

Personal history

A former Oloken'hai worshipper before turning to the light after years of mourning the death of his previous love, Madoka jumped headfirst into the world of being a bounty hunter. Since then, he has been surrounded by love of his new found family, friends, and his new husband.

Gender Identity

-shrugs

Sexuality

Masculine folk

Accomplishments & Achievements

-Marrying Chronulus uwu

Morality & Philosophy

Madoka believes that everyone has a purpose. He also thinks that everything happens for a reason, everything can be redeemed. He doesn't really care about good vs. evil either. Unless they are harming other people or being negative, Madoka thinks all people are alright
Alignment
Chaotic Neutral
Age
40
Children
Gender
Male I guess
Eyes
Light Blue
Hair
Black
Skin Tone/Pigmentation
pale
Height
6ft without shoes
Known Languages
Druidic, Sylvan, Elven, Thieves Cant Nercil and common

Madoka Grey

Feral Dhampir Race
Dolten-NG Aspirant Origin
Cleric of Redemption/Shepard Druid 2/4 Class & Level
Chaotic Neutral Alignment
Vavren Deity
Grasping Hand Faction
Member Rank/Position
6 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 16
+3
intelligence 11
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 5d8
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+0 History
+7 Insight
+1 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+0 Nature
+7 Perception
+1 Performance
+4 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+4 Survival
skills

 
16
MV
1
Prestige
1
Attunement Slots
19
Armor Class
60
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Fangs1d20+41d4+4
Light Crossbow1d20+41d8+4
Daggers1d20+41d4+4
Attacks
Light Armor, Medium Armor, Shields, Alchemist's Supplies, Cooking tools Land Vehicle (Jail Wagon), Martial, Persuasion, Perception, Insight, Violin
Languages known: Nercil, Common, Druidic, Sylvan(poggers), Thieves Cant, Elven
WIS, CHA saves
Feat: Resilient (CON)
Proficiences
Cantrips: Toll The dead, Spare the Dying, Guidance, Create Bonfire, thornwhip
Spells:
1st: Heroism, Healing Word, Bless, Bane, Guiding Bolt,
Detect Magic, Resistance, Ice Knife, GoodBerry :)
2nd: bruh all of them :)
Spellcasting
Shield: +2AC
Light Crossbow and 20 bolts
Silvered bow with 10 silvered arrows
Mace
Explorer's pack
Holy Symbol of Vavren
3404gold 9 silver 8 copper
Jewlery tools
16 Crafting Tokens

Attuned Item Viaken Bird Cage:
Show spoiler
(attuned)Viaken Birdkeeper's Cage
Wondrous Item (Bird Cage) - Minor Very Rare (4,000GP) - Attunement

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

Murderous Eyes. Whenever you roll initiative, you can choose one creature within 30 feet to glare at. You can force them to make a DC 15 Charisma saving throw, or become under the effects of the bane spell for one minute. They can attempt this saving throw at the end of each of their turns. Creatures that are immune to fear are not effected.

It's a Bird. As an action, you can have a willing creature or friendly unconscious creature within 5 feet of you be turned into a bird which is carried within the cage for up to an hour. While inside, they take on the form of a Raven and restore 2d4 hit points. They can leave the cage as a free action, which either you or they make, and are reverted to their original form, appearing within 5 feet of you. You can use this feature once, regaining the use after finishing a long rest.

Raven Spirit. You can ritually cast find familiar from this item without material components. The familiar will always be a raven. When you unattune to this item, the familiar fades. You can do this twice, regaining the use after finishing a long rest.

This item is Glorybound.


Grasping Hand Benefits:

Show spoiler
GRASPING HAND ITEMS:
The Black Hat -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. (DM Discretion)

The Stone of Deception - Members of the Grasping Hand may reroll a failed deception check once per long rest.

Poisioner's Gloves: This pair of black gloves is equipped with a hidden compartment for a dose of poison. This can be applies in the follower ways:
Contact poison that can be applied on a handshake, hive five, or similar function of mutual contact.
Injury poison that can be applied through an unarmed strike or melee weapon.
Internal 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 Dexterity (Sleight of Hand) check as part of this bonus action. Another creature must beat this 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.

Upgrades The Sleight of Hand Check is made at advantage if the wielder is wearing the black hat.
Inhaled poison, as a 15ft cone pocket sand attack. This requires a successful sleight of hand check DC of 15 to do properly. All creatures in this area must make a dexterity saving throw to avoid this poison. The DC is equal to the normal save DC of the poison. If they fail they must roll against the poison as normal.


Unattuned Items(am wearing Bulwark of coin, not attuned)
Show spoiler
(not attuned)Viaken Maiden’s Apron Studded Leather - Rare (2,000gp) - Attunement
Your Charisma score is increased by 1, up to a maximum equal to your ability score cap.
Futter. As a bonus action, you can flutter this apron, attempting to charm a humanoid you can see within 30 feet. It must make a Wisdom saving throw versus a DC of 13, and it does so with advantage if you or your companions are fighting it. If it fails the save, it is charmed by you for a minute or until you or your companions do anything harmful to it. In addition, they can make the saving throw at the end of their turn to remove this effect. When the effect ends, the target knows it was charmed by you. You can do this once, regaining its usage after finishing a short or long rest.
Kiss of a Maiden. You can designate an ally to receive your kiss that is within 40 feet of you, and heal for 1d4 health at the cost of half your movement for a turn. You can do this a number of times equal to your proficiency modifier. You the usage after a long rest.

Bulwark of Coin (not attuned)

( +1 Studded Leather Armor – Minor Very Rare (3600gp) – Attunement )
This set of rich dark studded leather was made as a commission for a man of wealth in Khao. While his wealth was nowhere near that of the Coin Lords, he possessed more money than most on the Floating City, owing it to his smart business practices. How it came into the possession of the Emerald Marquis is unknown, as to is the ultimate fate of its original .

You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made to increase profit or to decrease the cost of purchasing items.

Pay to Win: As a reaction to being the target of an attack roll from a creature you can see or subject to a saving throw from a source you can see you can spend up to 1500gp. For every 300gp that you spend your AC is increased by 1 until the start of your next turn or for every 500gp that you spend you gain a +1 bonus to the saving throw that triggered this effect. You can do so twice, regaining spent uses when you complete a long rest.
[Base Material, Adornment, Enhancement]

Equipment
Grasping Hand
Faction
The Mad Man
Stat Array
DOLTEN: You gain a +3 bonus to saving throws vs. Fear effects.
NG ASPIRANT: You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way.

Dhampir Related Traits
DHAMPIR RELATED TRAITS:
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.
Blood Curse – Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterward that cannot be removed until they consume the blood of another humanoid.
Fangs – Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
Invigorate – Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.
Sunlight Sensitivity – You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Blood Frenzy –Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.

Class/Racial Features & Traits

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