Hadren Kel Character in Verum | World Anvil

Hadren Kel

Hadren Kel

Hadren Kel, Born within the lowlands of Krazax his parents merchants who found their way into owning a local tavern in Sonja's Hook. He and his brother first felt the innate spark of magic at a young age. So as they grew of age they both went there ways, his brother went to the college shortly after only to return with stories of the world. He ventured off a bit later into the sand's to live with the natives of the oasis. He found his place among them learned magic from these who grew with the innate knowledge of how magic flow's through their land. Spent time with its people and grew attach to their beautiful way of life living along side land. He still felt there was more to be done with his talent more people to help more things to discover, and wanted a place where he was free to do magic as he pleased. Distrusting the mages guild to their innate need to control magic he assumed their ways to be not be worth his time. He ventured further to place where both his dwarven roots and his time spent in the sands of magital might be put to the best use. Necromancy being his trade as fighting the constant undead that flood the sands he went to the hkari where he could be free to practice whatever magic he felt without the worry of scrutiny. He would beat back the tides of demon's with weapons of his own and if his comrades did fall in battle he would ensure that they did not end the fight there.

Mental characteristics

Intellectual Characteristics

He seeks to further the understanding of necromancy and undeath. Mostly to positive end.

Morality & Philosophy

Morality is a gift unto the living. Do what must be done.

Mercy is given to allies when they make mistakes, enemies become another resource to the hkari.

Taboos

Doesn't believe the gods deserve worship they have only seized the mantles of the highest forms of magic and power or been given it through happenstance.   HATE CHICKENS

Social

Contacts & Relations

Has triplets 22nd 1204

Speech

Dwarvish, Elvish, and Common

Death is but an extension of life. It is with the proper application of magic that exciting things can occur.

View Character Profile
Alignment
Chaotic Neutral
Age
150
Children
Gender
Male
Eyes
Brown
Hair
Auburn
Skin Tone/Pigmentation
white
Height
4'10
Weight
150
Known Languages
Dwarven(valley) and Common(sand)

Hadren Kel

Dwarf(hill) Race
Majital(oasis native) Origin
Wizard(necromancy) 11 Class & Level
n Alignment
Crowley Deity
Hkari Faction
Member Rank/Position
12 Loyalty
Dark Pact Company

Strength 10
+0
Dexterity 10
+0
constitution 16
+3
intelligence 21
+5
wisdom 16
+3
charisma 11
+0
Total Hit Dice 11
Hit Die
1d6+3
+4 proficiency bonus
+0 Strength
+0 Dexterity
+3 Constitution
+9 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+9 Arcana
+0 Athletics
+0 Deception
+9 History
+7 Insight
+0 Intimidation
+9 Investigation
+3 Martial
+7 Medicine
+5 Nature
+7 Perception
+0 Performance
+0 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
56
MV
3
Prestige
2
Attunement Slots
23
Armor Class
92
Hit Points
+0
Initiative
25
Speed
Attacks
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, shields, Krazaxian Tower shield
Tools: Calligrapher's supplies, Brewers Supplies, Smith's Tools
Saving Throws: Intelligence, Wisdom
Skills: Arcana(majital), History(factionless), Investigation, Medicine, Perception(oasis native) insight(lip service)
Languages: Elven, Dwarven, Common
Proficiences
In Spell book:
Cantrips: Chill touch, Toll the dead, Message, mage hand, shocking grasp
1st lvl: witch bolt, Cause Fear, False Life, Shield, find familiar, Absorb Elements, longstrider, earth tremor, Tensors floating disc, Identify, Comprehend Languages, Alarm, Magic Missle, Feather fall, Chromatic orb
2nd lvl: Blur, Dust Devil, Hold Person, Ray of Enfeeblement, Arcane Lock, Nystul's Magic Aura, Gentle Repose, See Invisibility, Skywrite, Enlarge/reduce, Dragon's Breath, Knock, misty step
3rd lvl: Vampiric Touch, erupting earth, animate dead, sending, fireball, Water breathing, Wall of Sand, Tiny Servant, Slow, Remove Curse, Tongues, Thunderstep, Magic Circle, Leomund's Tiny Hut, Fly, Feign Death, Counterspell, Dispel Magic, tidal wave, wall of water, life transference,
blink, remove curse, Slow, haste
4th lvl: Mordenkainen's Faithful Hound, Storm sphere, Banishment, Evards Black tentacles, Phantasmal killer, Polymorph, Otulikes resilient sphere, Mordenkainen's Private Sanctum, Leomund's Secret chest, Wall of fire, Confusion, Dimension Door, Arcane Eye, watery sphere, Blight
5th Lvl: Negative Energy Flood, Dance macabre, teleportation circle, enervation, Rary's Telepathic Bond, Synaptic Static, Wall of Force
6th lvl: Soul cage, Circle of Death, disintegrate

=====================================================================================
Prepared
1st lvl: shield, Absorb elements,
2nd lvl: Hold person. Misty step
3rd lvl: Dispel magic. Animate Dead. Counterspell, Fireball, Sending
4th lvl: Dimension door , Otulikes resilient sphere
5th lvl: Danse Macabre, Wall of Force
6th lvl: soul cage
Grimoire prepped:
Animate dead
False life
Spellcasting
Coinage: 0pp 0gp
Crafting Tokens:
Rose of Razzozin(When the rose is dipped in the blood of the recently slain they are raised to life. This is a one time use consumable. The recipient must not have been dead longer than 1 hour. It is an action to use the rose.)
A pearl worth 100gp
1000gp worth of components for teleportation circle
(a) a component pouch 2lbs
A spellbook 3lbs
Hkari armor 65lbs
1 x silver cage worth 100gp
4 x bandoleers
1 x shield 6lbs
2 x Superior Healing potion 4lbs
2 x scrolls of shield 3lbs
3 x scrolls of absorb elements 3lbs
1 x potion of necrotic resistance 2lbs
1 x potion of Invulnerability 2lbs
1 x Scroll of gentle repose 1lbs
1 x scroll of erupting earth 1lb
1 x scroll off knock 1lb
2 x scrolls of longstrider 2
1 x scroll of fireball 1
1 x scroll of wall of fire 1
1 x scroll of animate dead 1
3 x potions of Supreme healing 6
1 x potions of speed 2




----------------------------------------------
total weight 105lbs
Fadesteel Gorget: Whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Draft horse
30gp worth of familiar summoning stuff

Bandoleers:
1: Scroll of fireball, Scroll of wall of fire, Scroll of shield,*worn*
2. Supreme Healing potion, Supreme Healing Potion, potion of invulnerability,*worn*
3. Scroll of Shield, Scroll of Shield, Scroll of Absorb Elements
6. Potion of superior healing, Superior healing pot, Potion of Speed



Grimoire of the frozen death
Wondrous (Spellbook) - Major Very Rare 7,000 GP (3,050 GP, 36 Days) - Restricted Attunement (Necromancy Wizard)

A book made of metal and bone etched with runes that seemingly go from steel to bone without faltering in hand. Pages made of flesh pale and stiff cold to the touch as if bitten by the cold of winter and touch of death.

Your Intelligence score increases by 3, to a maximum equal to your ability score cap.

If the attuned already has a spellbook, they may destroy their old spellbook and cause the spells to be absorbed into this book. This can only be done once per individual. If a new creature uses this feature the spells of the last attuned creature fades.
Whenever the attuned uses this spellbook to prepare spells, they gain the following benefits:
+10 hit points (Does not stack with aid)
+1 DC to Necromancy Spells

Dark Knowledge. You gain a number of bonus spell slots equal to your proficiency modifier. This spell or spells must be of the necromancy school and determined at the time of preparation - they can only be used to cast the spells you pick, and no other spells you have prepared. For example, if you're a 4th-level wizard, you can prepare up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Chilly Grasp of Undeath. Whenever you create an undead creature using a spell that was prepared from this grimoire, it gains resistance to cold damage and deals an additional 1d6 cold damage with any attack it makes with a natural weapon.


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

Ring of the Mad Undead King
Being crafted by Hadren Kel
Ring (Wondrous) - Very Rare (4565gp, 40 days)

A ring made out of paper. If one were to look close, they would see the hints of nonsensical schematics here and there, imbued with energy, containing ancient knowledge.

Percipience of a Keen Mind. You can use this ring to gain advantage on an Intelligence (Arcana, History, Nature, Religion), or a Wisdom (Animal Handling, Insight, Martial, Medicine, Perception, Survival) check related to the undead or a creature of the undead type. Some powerful bosses may mitigate this effect, however, at the DM's discretion. You can use this ability thrice per dawn.

Attempted Perfection. While wearing this ring, when you would be subject to a saving throw (other than Constitution and Wisdom) due to a creature of the undead type, you can grant yourself advantage on the roll. You can use this ability once, with its use replenishing at dawn.

[Base Material, Enhancement, Spell Invocation x1]

Icy Hot Eye patch
Eye patch (Wondrous) - Major Uncommon (850gp)

This eyepatch leaves a cooling sensation on the eye it's placed over, soothing wounds and burning at some points.

When you deal fire or cold damage, you can use a reaction to heal for 1d4 hit points. This ability can be used twice, refreshing at dawn.

[Base Material, Enhancement]



Teleront's Carriage of Fast Travelling
Wondrous (Carriage) - Arcadum

This powerful magical vehicle has multiple aspects.
Type: Land
Size: Gargantuan | 1,200lb
Space: 15ft wide, 30ft long, 12ft high.
Ability Scores: STR 16 (+3), DEX 15 (+2), CON 16 (+3)
Armor Class: 15 / 20
Hit Points: 1,500 (500 / 300)
Damage Threshold: 14; resistant to piercing from non-siege weapons.
Speed: creature-propelled, or spectral steeds.
Propulsion Method: Teleront's Carriage is pulled by at least 6 large creatures, or 2 huge creatures.
Driving Method: Reins.
Crew: One driver.
Passanger Capacity: 10
Cargo Capacity: up to 10,000lb on the cab roof

-Passengers of this vehicle are in an increased state of comfort while travelling. Conjured snacks, and weather acclimation inside the coach ensures that the passengers are always comfy.
-The carriage has an enhanced interior to what one would expect. It can hold up to ten occupants inside the coach.
-Spectral Steeds: The carriage driver can as an action conjure a team of horses which come hitched and ready to pull the carriage, these horses have a base speed of 80 feet, and can pull, in excess of the carriage, 32,000lb. The carriage driver can suppress this and allow other beasts or creatures to hitch to the wagon and pull it instead.
-The carriage appears to be missing a piece. In its center, there is a large indention where it seems a sort of massive gem is meant to be placed. Recovering this gem known as the Lost Gem of Fast Travelling, would allow this carriage's abilities to reach its full potential.



Special Crafter:
Jane Janet
Some of the maids who serve under the lords and nobles of Daborak have formed a sort of union. There are many things they overhear, many secrets they must keep, and within those secrets they hold more power than many might think. Jane Janet is one such member of this union of maids. To both say thank you and to show her regretful sorrows for allowing things to become this bad before you were sent in, Jane offers her aid in your future projects when and where you require her. She is most proficient in creating items that are used or worn by a house worker, though she is willing to branch out if required.

Alignment: Lawful Neutral
Race: Human Female
Class: Mastermind Rogue
Worships: Tilt

Item Types: Weapons (Light Blades, Flails and Axes Only), Wondrous
Ability Score Alignments: Constitution and Wisdom
Effects: Loyalty, Purity, Culture, Secrecy, Guile, Fortitude
Quality: Superior

Faction Forge: Yes
Sp. Attunement: Yes
+Bonus: No
Masterwork: No

2 uses each




Equipment
Hkari
Faction
Mad Man
Stat Array
Majital
Majital is abundant in two things. Sand and Magic. This desert country although lacking in natural resources, makes up for this by being the home of the wizards guild. Majitalians are a people who value knowledge, ambition and privacy. Their cunning nature is matched only by the beauty of their darkened skin. Majitalians all possess the following abilities as well as a choice of sub-type.

To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.

+1 Intelligence

Oasis Native
The citizens of Majital consider themselves to be advanced and cultured. But, they are not the natives the deserts of Majital. The natives of Majital have rich ancestry, which, until the rise of the mageocracy, ruled the land. These strong and hardy people, inherent not from magic, but of the desert itself.

You were born among the oasis’ of Majital. Secluded from outside contact, you are deeply rooted in the tribe you call family and the desert you call home. Many might look at you as underprivileged or even uncivilized. They couldn’t be more wrong.

The desert has hardened you to survive. You gain +5 to your maximum hitpoints.

Skill Prof – Perception

https://5e.tools/classes.html#wizard_phb,state:feature=s0-0

https://5e.tools/classes.html#wizard_phb,state:feature=s0-1

Dwarf (Hill)
PHB
p18
Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 25 ft.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency.brewer's supplies
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level

School of Necromancy
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.


Keen Mind
PHB
p167
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.


Valkyrie Echelon
The armor grows lighter and accommodates a pair of metal wings tucked away to form a sort of metallic cloak.

Loyalty 1: As a bonus action you can grow a pair of metallic wings that grant you a 30-foot fly speed for 1 minute. You must complete a long rest before you can use this ability again.

-20 hp purp lighting
At 6th level, you gain a feature granted by your Arcane Tradition.

Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

The creature's hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.


Observant
PHB
p168
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence 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.

At 10th level, you gain a feature granted by your Arcane Tradition.
Inured to Undeath
p118
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Attained and equipped gained in the crystalline tower's mission. Veteran Title

have the ability to speak/understand/read/write/ wicked(infernal)

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Crowley's Call

Whenever you create undead you may summon a special form of undead into your service instead of the normal undead.

You may summon a Bleeding One

Academy score cap training increase: int
Complete 1/31/21
Class/Racial Features & Traits

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