Vorazun Altala Character in Verum | World Anvil

Vorazun Altala

Vorazun Altala

Current Top Nerd of Kalkatesh, Totally Not A Witch, Promise.

Physical Description

Body Features

Various scars on his arms and back hidden by a coat, dark skin and various magical implements.

Facial Features

Dimly glowing blue eyes, a covered web of white/pink scar tissue over his mouth.

Apparel & Accessories

Always seen with goggles atop his head, and a shoulder bag on or within reach.

Mental characteristics

Personal history

Grew up under an elven father, a retired town guard of Witchtown, and a human mother, a previous and current book store owner. Had come across a book in his various curious divings that detailed something that could grant knowledge to one who follows instruction.
The ritual, though, was one to summon the attention of an Old One, who first wondered the strength of the mortal who was before him. In a bit of over-eagerness, he harnessed some of the magic seeping into him from the power pushing upon him, and forced it down his throat, severely damaging it. Seeming satisfied with the response, the patron offered a pact, giving him magics and knowledge, in exchange for only one request. To kill the god of madness, Oloken'Hai. Perhaps in haste, the 16 year old accepted.
Only barely understanding the scale of the request now before him, he started training in small things martial alongside his father, and experimenting with the new power granted him by his Patron. Hardening his body and his mind, he had one goal. To become one of the illustrious Night Guard, arguably the strongest of Dolten's forces. For who else but the elite could do so?
It would only be known afterwards, but he would fail the test of the Crimson Crucible, his arms becoming as scared as his throat. Being directed to a manor in the Dolten wood, he would join in afterwards with the Great Coven, their mission very much aligning with his.
Since his joining the numbers of the secret organization, he has grown in strength, influence, knowledge and position, rising as high as acting Field Witch, he has lead his division of the Coven (in his opinion anyway) into the strongest it has been in years, with yet higher ambitions still for his found family.

For reasons unknown, though, he has since left the Great Coven, now seeking the arms of the Night Guard, personally wishing to ensure the sacred Union between Night Guard and Witch stands strong and true.

Education

Home-schooled from a passionate book-store owner, and gifted knowledge from Runethares via his pledge to the Church.

Accomplishments & Achievements

Assisted Solomon Hancock (Mr. H) in freeing the Illithari from the yolk of imprisonment of the Illithid Overmind, in 1201. Helped close a Seal, initially drawing others of White Pantheon Worship with lies of assisting against The Enemy, holding back the Violet's influence on Kalkatesh, in 1204. Assisted in the saving of a captured party of adventurers seeking to clear the Red Road to Dsangir's lair, in 1204. Assisted in destroying the False Coven rising in Orde, its leader Hag Nachthexe, and their pet Kraken, in 1204.

Failures & Embarrassments

Failing in the Crimson Crucible. Leaking information to at-the-time unknown Illithid Iassite. His death by the hands of dark sorcerers, due to a bout of miscalculated overeagerness.

Mental Trauma

Slight mental scarring from having an overwhelming amount of high pitched, sped up, and layered chipmunk singing.

Personality Characteristics

Motivation

To ensure Dolten stands evermore, to ensure existence continues yet, and to do everything within his power, giving his life if necessary to secure that.
Honorary & Occupational Titles
Witch-Priest of Runethares, Acting Field Witch of the Great Coven.
Year of Birth
1181 24 Years old
Birthplace
Dolten
Children
Current Residence
The Manor of the Great Coven
Gender
Male
Eyes
Blue, Glowing
Hair
Short, Cropped, Brown
Height
5'8
Known Languages
Common-Leaf, Elvish-Nomad, Wicked-Abyssal, Draconic-Fang, Deep Speech-Undercommon

The Lore-Tome of Vorazun Altala, Witch-Priest to Runethares

Descriptions of previous adventures taken: Fool's Errand - Jaycub - Helped retrieve 6 pieces of cursed equipment for a 'djinn' (lazy high level rogue), got eldritch crystal crafting mat   Donde esta el Chupacabra? - Dai - Helped Jonnifer Mo'pez, local daborakian farmer, ridding area of chupacabras, met up with small group of hooligan saytrs, got claws from kills.   Whispers On The Wind - Dai - Helped Doltenian Sneevil family son find parents, in underground cave in Dolten, long lost brother seems to have kidnapped and killed them, was devout to Olokenhai. Lost Bladefang and Emilia White.   Remnants of Nadia - Dai - Hired by Bloodwave Bay porttown barkeep Lodekiss to find out why rain hasn't stopped. Local red haired woman in dealings with druid circle who worshipped Kaheeli attacked via pirate crew, headed by Captain Gamblehaul, crew was struck down, and we killed the circle (Rider of the Storm / Thunder / Lightning), got storm bottle, lightning rod, and mallet.   Bonnie's Lost Treasure - Saitken - Hired by Ray "the kid" Hammernelly to retrieve the treasure of a pirate named Bonnie, lost around the Reckoning. Zaank smashed with a naga to help populate, got treasure from cache, fended off Pirate Bloodsail (long dead rival to Bonnie).   Gates, Travels, And Archers - Van - Hired by small Dolten town to find merchants in need of transit through town that is unable to cross due to danger. Went to town, cleared out wolves, and Clockwork mage in league with archers interested in testing skill to hit a point in town called "The Notched Teeth". Turned in clockwork mage to Doltenian government.   These Things Are Just Everywhere - Dai - Hired to clear out an abandoned mine of goblins and the like, routed goblin contingent, local bugbear, declared mine too dangerous due to golems present, who became hostile upon mining attempts.   Annie, Get Your Gum - Dai: Helped a farmer in Majital/Krazax outlands to get sacred grove tree sap from two separate sights. Had fought the treants and grove guardian protecting one, successfully talked out of combat with the other.   A Step Too Far - TNT - Helped out Doltenian town of Tomestone, with issue of ordean souls bound to armor attacking the town. Investigating found desecration with warped symbols of Lorita. Inquisitor Astreaus talked to main spirit bound by curse, helped clear influence of Lorita, allowed them to break curse on souls and go to afterlife. Town now potentially more at risk without such for defense.   Prestige Mission - Family Ties - Arcadum - Went to underdark with Mr. H to have him settle issues with his people/homeland. Beset and fought off illithid patrol of mind/toxic slaves. Found a seer who knew Mr H, got info via his visions of things to come. Came into illithid hive mind central, broke plates allowing for uldra control, Mr H is now leading illithids, is away from Coven, but will return to surface soon. Illithari (psionic humans) have come to replace Mr. H for defense.   On The Hunt of Madness - Expedition - Pie - Requested by Night Guard Hadrian Noctal to look into serial killer who has recently shown more and more vigorous worship of Olokenhai, due to bodies being marked with his holy symbol. 1: Went in direction pointed by body drops, came across goblet and liquid made of liquid humanoid, claw drank it, fiend bound by one responsible offered info to find the killer. Ran into Grasping Hand Person of Interest Janus Hilden, captured him and delivered him to Dolten Authorities 2: Rested in abandoned Wanderer outpost, began to set out into forest for ritual area as told by fiend, ran into other lesser fiends and many undead, Claw contracted some sort of madness 3 Fought the Aspirant of Madness, successfully defeated, Claw retained madness, all alters and work from madness ritual destroyed.   Return from Banshee Hall - Mission - Nurp - Called to Banshee Hall, reappearing in Steton, for a new Battle of the Bands. Pink Sabbath 2.0 (Muse, Me, Vindex, Simn) Took to stage against three bands (Grim Insanity, Awakened Throne, Bloody Cannibals), won all battles, then a black dragon carrying two bands working on behalf of the Astral Reckoning (Astral Titan / Dead God) forced all of us into a pocket plane where Rolling Bones (last Battle's runner ups) was exiled after losing. Gathered other groups, making ready to fight Guardian of the demiplane, breaking back into reality, and battling both bands at once, with the help of Rolling Bones, to the effective death. Successfully returned control of Banshee hall back to our side.   Return of the Thunderdome - Mission - ACOG - Called to the Thunderdome, in Steton, for a new stint in the battle ring. Created team called the Arena-Breakers, fought against three teams: Deus Ex Machina, Belehemoth, and The Dragon of Steton, with an additional bonus round against various aberrations.   Vault of the Lunar Waltz - Company Mission - Nurp - Assisted company (now named) "Shadow Key" to raid a vault seen in a necklace held by White/Ron. Traveled through webwood, pilfered vault, gained blessing of Shadow Grasp leader, Malken Black, to complete pilfer as a test, defeated Lunar Maiden.   Red Road Rescue - Prestige - ACOG - Aided in sneaking, and eventually clearing out, a camp along the Red Road to Dsangir’s lair, filled with the Gilded Hatred, cultists under him. Destroyed the camp, drew his ire, successfully saved all those taken by the Gilded Hatred during the original attempt to clear the Red Road.   Destroy The False Coven / The Veiled Crusade - Campaign - Nurp - Aided Thales and a group of other hire-ons to flush out the growing False Coven threat from usurping control of Orde from the White Council. Destroyed a Kraken from nearby Kua-Toa Pirates under her sway, secured a forward base on the Veiled Isle (Her chosen base on the Prime), swayed one lieutenant and destroyed the other, and stormed her created demi-plane of Hexegal. Freed a man given a cursed symbiotic force called the Living Shadow, eventually taking the battle to her directly, and destroying her, freeing all those underneath her influence and power.   The War Of The Bandit King - Campaign - Manny - Aiding Daborak in routing the forces under the four bandit factions and the Bandit King himself, sweeping the various provinces of bandit camps, ambushes and the like.

Vorazun Altala, Crusader

Half-Elf Race
Dolten / Ward of Witchtown Origin
Great Old One Warlock / Planeswalker Earth 12 Class & Level
Lawful Neutral Alignment
Runethares Deity
Night Guard Faction
Ambassador Rank/Position
1 Loyalty
The Shadow Key Company

Strength 15
+2
Dexterity 14
+2
constitution 15
+2
intelligence 16
+3
wisdom 14
+2
charisma 18
+4
Total Hit Dice 12
Hit Die
1d8+2
+4 proficiency bonus
+2 Strength
+2 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+9 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+7 Arcana
+2 Athletics
+5 Deception
+7 History
+1 Insight
+5 Intimidation
+7 Investigation
+5 Martial
+1 Medicine
+7 Nature
+1 Perception
+5 Performance
+4 Persuasion
+7 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
22
Armor Class
93
Hit Points
+2
Initiative
30
Speed
Attacks

Skill Proficiences:


Half Elf: History, Martial
Warlock: Religion, ????
Ward of Witchtown: Investigation
Lip Service (Runethares): Arcana

Martial Proficiences:


Simple Weapons,
Light Armor, Medium Armor, Shields
Academy Trained:
Daborakian Kite Shield, Plate Mail
Night Guard Joining:
Night Blade / Crimson Mail

Tool Proficiences:


Great Coven Membership:
Alchemist's Supplies, Cook's Utensils
Ward of Witchtown: Brewer's Supplies
Learned: Drum Proficiency
Academy Trained: Cooks Expertise, Calligrapher's Supplies

Languages:


Common (Leaf), Elvish (Nomad), Wicked (Abyssal),
Academy Trained: Celestial, Primordial

Proficiences
Spell DC: 17 | Spell Attack Mod: +9

LevelPer Day
1st
2
2nd
0
3rd
0
4th
0
5th
2
6th
1
7th
0
8th
0
9th
0


Spell List:


Cantrips


W: Eldritch Blast, Prestidigitation, Create Bonfire, Lightning Lure
Tome Given: Toll The Dead, Frostbite, Chill Touch

Level 1 Spells


W: Hex
[Tome: Alarm, Ceremony, Comprehend Languages, Detect Magic, Detect Poison And Disease, Find Familiar, Identify, Illusory Script, Purify Food And Drink, Speak with Animals Tenser’s Floating Disc, Unseen Servant]

Level 2 Spells


W: Invisibility
[Tome: Augury, Gentle Repose, Magic Mouth, Silence, Skywrite]

Level 3 Spells


W: Fly, Hypnotic Pattern, Remove Curse, Dispel Magic, Sending
[Tome: Feign Death, Leomund’s Tiny Hut, Meld Into Stone, Phantom Steed, Water Breathing, Water Walk]

Level 4 Spells


W: Evard's Black Tentacles
[Tome: Divination]

Level 5 Spells


W: Far Step, Hold Monster, Telekinesis
[Tome: Commune, Contact Other Plane, Rary's Telepathic Bond]

Level 6 Arcanum:


Investiture of Stone
Spellcasting

Ephemeral Items


Carousing:
Food Tokens:
Crafting Tokens: 64

(Total Weight Limit: 210lbs)
(Current Weight: ~184 lbs)
Gold On Person: 95gp

Weapons:


Light Hammer - 2lbs
Handaxe - 2lbs
2 Daggers - 2lbs
Night Blade - 3lbs


Armor:


Masterwork Daborakian Kite Shield - 8lbs - Equipped


Magic Items:


Arcane Focus (Crystal) - 1lb
An Unexpected Gift
Major Rare - 2500g - Restricted Attunement: Warlock
An Arcane Focus, fit for royalty. This tied bundle of eldritch and regular crystals radiate a spiteful energy seeped in dark magic. Inside the middle crystal, a large green shard, a strange eye can occasionally be seen.. watching. Perhaps, in another time, it would have been something far more sinister.

Any ranged spell attacks cast with this item as a focus, receive +1 to hit, and all spells cast with this item as a focus receive +1 damage if it does damage to begin with.

Your Hex Spell deals an additional 1d4 Necrotic Damage on top of its original damage whenever you hit with an attack.

You gain resistance to Necrotic Damage.

Lance of Hadar: If you have either the Grasp of Hadar or Lance of Lethargy Invocations, you may freely swap them out with each other once per week.
(Crafted Arcane Focus) - 1lb

Attuned - ADONIS MAXIMUS, THE PROOF OF RESOLVE
Wondrous (Arcane Focus: Rod) - Very Rare (5000 gp) - Attunement

This arcane implement has been forged and created to be a personification of the struggles one may face. The raw primal urges felt when fighting for one's right to survive, the blood drawn to ensure that survival, the fire of willpower to continue in spite of failure and injury, and the help of others to shoulder those burdens.

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

You gain resistance to fire damage.

Eldritch Blasts you cast deal an additional 1d4 fire damage. As a bonus action, you can forego the extra fire damage to activate the following ability:

ELDRITCH RELENTLESSNESS: As a bonus action, you can invoke the power of the ritual blood extraction signet, bolstered by your resolve. For the next 2 rounds, whenever you would deal damage to a hostile creature with Eldritch Blast, you can force them to make a DC 16 Constitution saving throw. On a failed save, they take an additional 2 bleed damage. You can use this ability once, and regain it on a short or long rest.

After using this ability, you do not regain the extra fire damage until you take a short or long rest.

This item is Awakened:

Alignment: Neutral Good

Mental Ability Scores: Int 16, Wis 14, Cha 14
Proficiency Bonus: +3

Senses: Sight, hearing, darkvision 120 ft.
Communication: Vocal up to 300 feet away, empathy (the rod is now capable of shedding tears as well as vomiting, but the vomit only comes out as rainbow confetti).
Languages: Celestial (Angel), Common (Grass), Giant (Noble)

Special Ability: ADONIS MAXIMUS has the following ability:
• ELEGANT AND EXCELLENT! As an action, you can cast the Enlarge/Reduce spell from this item, but only for the enlarge effect. Once you cast it from this item, you cannot cast it again until you finish a short or long rest.
Whenever you gain the ‘enlarge’ benefits of the Enlarge/Reduce spell, you gain the following benefits:
• When you cast the Eldritch Blast cantrip, you can make each blast as melee spell attacks with a reach of 5 feet instead, and you add 1d4 force damage to the damage roll.
• You can add your Charisma modifier to Strength (Athletics) checks.
• Your voice can be heard up to 300 feet away.

Skill Proficiencies: Insight, Persuasion (primarily to exercise), Stealth (primarily for silently exclaiming ‘ELEGANT AND EXCELLENT’ when necessary, using Charisma)

Purpose: ADONIS MAXIMUS has three purposes:
1. TO BRING THE ELEGANCE OF MUSCLES INTO THE EXCELLENCE OF MAGIC!
2. TO BRING THE HOPE OF THE GREAT AND POWERFUL TO THE LIGHT!
3. TO BE REBORN INTO A MIGHTY GIANT, SO IT MAY EXCLAIM THE WAYS OF ELEGANCE AND EXCELLENCE FROM THE HIGHEST MOUNTAIN TOPS!

Personality: ADONIS MAXIMUS is an eccentric soul that was once a bodybuilder amongst giant warriors. With a deep and booming voice, he has ever sought to weave together might and magic into a single fighting style. In life he was akin to an Eldritch Knight or a Hexblade in prowess, but truly, he sought to bring as much magic as he could into the realm of physical prowess. It didn’t matter the source, it didn’t matter the nature. It didn’t matter the heresy, it didn’t matter the manipulation over life and death. What can be delivered through a touch can be delivered through an ELEGANT AND EXCELLENT punch.
ADONIS MAXIMUS is a very, very, very exceptionally emotional soul. He sheds tears over even the most simple of beauties, such as a sunset, or a sad story, even one he has heard or witnessed thirty times before. Even recalling one is enough to bring him to sniffles. He can be relatively obnoxious like this, but he never means it in a bad way, and is often remorseful over being so cumbersome with his emotions.
However, he seeks to bring MUSCLES to his attuned. ADONIS MAXIMUS will not stand for laziness, for a lack of diligence, for...for...procrastination. Even the word is enough to make him vomit. Reaching a higher than usually capable strength (21 or more) will earn his IMMENSE respect, especially if the wielder finds a way to weave their magic into such strength.


 
(Crafted Arcane Focus) - 1lb


Eyes of the Knowledge Seeker
Major Uncommon - 800gp
These goggles were crafted using two Majitalian arcane runes, a rather beautiful accompaniment for anyone who strives to find knowledge, be it in the dark or the light.

While wearing these goggles, you can cast the Identify spell. This ability refreshes at dawn.
(Crafted Goggles)
Pact Tome - 5lbs
Pouch of Money Storing - Holds 50lbs (2500gp worth) of gold with only weight of bag.
Herbalist's Wooden Ring
Ring - Minor Rare - 1300g - A wooden ring that is sticky with sap and has Druidic wording carefully carved all around it. While wearing this ring, any healing potions you drink heal an additional 2 HP and you have advantage against poison effects. However, the sticky sap makes it incredibly hard to remove, giving the ring a 5 minute removal time


Attuned - Blooded Plate of the Mad
+2 Full Plate - Attunement

A set of full plate, forged for the Night Guard by Odin Bellhammer made of the scales of Dsangir the Mad. The forge and hammer burned off the false gold that covered the scales, and imprinted upon them lines of gold, as if a godly ichor running down the blood red armor.

The wearer of this armor gains absorption to fire. (You do not take damage from fire, instead you are healed for half of the fire damage you would have taken. If the fire damage would come from a source that would pierce fire resistance, this ability is treated as fire resistance instead. These effects are only active during true combat.)

At the start of combat, the wearer is granted 10 temporary hit points.
- 65lbs -

Attuned - Hexbands
Wondrous (Armbands) – Major Very Rare (7,000gp) – Attunement (Warlock)

These bands of blackened steel and leather are sized to fit over the biceps and bear the symbology of pact magic.

While attuned to these armbands, you gain the following abilities and features:
-Your Charisma score is increased by two, up to your ability score cap.
-The DC of your warlock spells are increased by 1
-Focused Hex: Whenever you would cast the hex spell, or use the hexblades curse ability, you can activate the bands to apply one of two effects; the first allows you to mark one additional creature as a target of the hex, while the second allows you to enhance the curse to deal an additional 1d6 points of damage.
-You gain one additional warlock spell slot this spell slot is restored after a long rest.


Staff of the Moonlit Fury
+1 Quarterstaff - Very Rare - 4,100gp (1600 gp upgrade, 16 days) - Attunement

A weapon given the moon's pale light, meant initially for a dancer, now changed to something more focused, more refined, yet still as flexible as the intended wielder with its uses.

This quarterstaff has the ‘Light’ property.

This staff serves as an arcane focus. Spell attacks you make through this focus have a +1 to attack and damage rolls.

The Night’s Harshest Light: While actively wielding this staff, you deal an additional 1d6 radiant damage with any cantrip or hard cast spell you cast that also deals radiant damage. Additionally, once per short rest, you can use your reaction to gain a bonus to a saving throw you make equal to your Charisma modifier if you dealt the source of the saving throw radiant damage on your previous turn.

The Sun’s Gentle Reflection: This ability has five charges that refresh after a long rest. As an action, you can consume up to five charges to heal a creature you are touching for 1d6 per charge consumed. Additionally, you can consume a charge to increase the next instance of healing you provide through hard-cast spells or from a class feature by 1d6.
- 4lbs

Bloodied Pendant of Oloken'Hai
A holy symbol of Oloken’hai, likely taken from the body of one of his minions. While you despise the being whose eye is carved into this pendant, you know that even this symbol is of use to you. So long as this pendant is in your possession, you gain advantage on Investigation checks to root out or discover Oloken’hai, his followers, and other eldritch entities. This item does not require attunement.



Consumables:



Equipped - MB1, MB2

2 Masterwork Bandoliers - 2lb
4 Bandoliers - 4lbs
MB1: 1 Potion of Invulnerability, 1 Potion of Supreme Healing, 1 Scroll of Counterspell, 1 Potion of Flying
MB2: 1 Potion of Growth, 1 Scroll of Mass Healing Word, 1 Scroll of Shield, 1 Scroll of Dispel Magic
1: 2 Potions of Supreme Healing, 1 Scroll of Healing Word
2: 1 Scroll of Bless, 1 Scroll of Protection from Evil And Good, 1 Scroll of Silence
3: 1 Scroll of Bestow Curse, 1 Scroll of Banishment, 1 Scroll of Hex
4: 2 Scrolls of Magic Missile, 1 Scroll of Spiritual Weapon


1 Scroll of Bane - 1lb
1 Scroll of Banishment - 1lb
1 Scroll of Bestow Curse - 1lbs
6 Scrolls of Bless - 6lbs
2 Scrolls of Counterspell - 2lbs
6 Scrolls of Cure Wounds - 6lbs
5 Scrolls of Dispel Magic - 5lbs
1 Elemental Bane Scroll - 1lb
1 Scroll of Locate Object - 1lbs
7 Scrolls of Healing Word - 7lbs
4 Scrolls of Hex - 4lbs
2 Scrolls of Magic Missile - 2lbs
2 Scrolls of Mass Healing Word - 2lbs
3 Scroll of Protection from Evil And Good - 3lbs
1 Scroll of Remove Curse - 1lbs
1 Scroll of Revivify - 1lb
1 Scrolls of Shield - 1lbs
4 Scrolls of Spiritual Weapon - 7lbs
2 Scrolls of Silence - 2lbs


2 antitoxin -
4 Potions of Flying - 12lbs
2 potions of Growth - 10lbs
5 Potions of Invulnerability - 12lbs
4 potions of Superior Healing - 8lbs
6 Potions of Supreme Healing - 12lbs
1 potion of water breathing - 2lbs
9 10gp Gems
12 Paper Sheets
5 Sets of divination components
6 sets of True Seeing components



Tools:


+1 Cooks Utensils - 8lbs


Mundane Equipment:


Fine Clothes Set - 3lbs
50ft of Silken Rope - 5lbs
Sack - 0.5lb
Healer's Kit (10/10) - 2lbs
Fine Clothes Set - Dark Purple Suit
A silver pendant
a hunting trap
a vial of holy water
tuft of wolfsbane
cold iron charm
a set of traveler's clothes
and a belt pouch containing 30gp

Pets:
Titus - Horse

Urthrail - Fal Belikr
Stats
https://imgur.com/Yx5wVtG

(Received 1 Intensive Training, INT 4)
Picture
https://imgur.com/Tc1Yj5u


Urthrail's Saddlebags: (150/420lb)
Common Clothes Set - 3lbs
Alchemists Supplies - 8lbs
Shovel - 5lbs
Grappling Hook - 4lbs
5 days of rations - 10lbs
Manacles - 6lbs
Net - 3lbs
4 Potions of Greater Healing - 8lbs
3 Scrolls of Prayer of Healing - 3lbs
Bedroll - 7lbs
8 potions of Heroism - 18lbs
Masterwork Full Plate - 65lbs
---------------------
Crafting stuff:
Blueprint for Shards of Volatility - Used in Crafting
Blueprint for Bagpipes of Holding
Blueprint for The Symbol Of Kalkatesh

Crafting Method:
Miremaker's Ritual of Madness

Miremaker's Ritual of Madness
Awarding DM: ACOG
Mission: Red Rescue Team
Type: Ritual

Process: Take the item(s) and bathe it in fire. While it bathed in fire, speak the script provided as a part of this ritual, and continue to utter them until the flames begin to turn golden. Once the flames have turned golden, repeat the ritual in reverse until the flames turn blue. Remove the item(s) from the flames - it will not harm you - and douse it in alcohol. Leave for 24 hours, then proceed with any spell invocations.

Result: The item consistently flows with a light blue flame. If the item is a series or paragon item to a deity that isn't Runethares or Oloken'hai, it becomes Desecrated. The item has a 15% chance to become an artifact, increased by 5% per prestige the crafter has. If the item has a chance to become an Eye of Madness Series item, the chance increases by 15%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way. If a prayer of sufficient magnitude is made to Runethares, or if the crafter or special crafter of the item worships Runethares, the chance for Oloken'hai series is nullified. If a material used is aligned with Runethares, the 15% chance is instead aligned towards it becoming a Sage's Scroll Series or Paragon item.
If it is an Eye of Madness Series or Paragon, it increases by 1 rarity step.

Effect: The item also gains the following effect if attuned:

Protection from Falsehood. If an effect would result in your hit point maximum being reduced, you gain a +3 bonus to the saving throw made to resist it.

Finally, roll a d100. The item gains a benefit based on the result of the roll:

1-50: Resistance to fire damage (if non-attunement, DR instead)
51-75: Reduce all damage you take from dragons by 4.
76-90: Reduce all damage you take from dragons by 4, after resistance is applied.
91-100: Limited immunity to fire damage.

Limit: This special method can only be used once.
- Used in Crafting

Carriage
Carrying: 10,000 ball bearings: 10 gp
10 Bedrolls: 10 gp
5 baskets: 2 gp
3 block and tackle: 3 gp
5 bags of caltrops: 5 gp
10 bandoliers: 10 gp
100 ft of chain: 50 gp
10 pieces of chalk: 1 silver
3 Chests: 15 gp
Climber's Kit: 25 gp
10 sets of common clothes: 5 gp
1 crowbar: 2 gp
Grappling hook: 2 gp
Hammer: 1 gp
Sledgehammer: 2 gp
Hunting trap: 5 gp
5 bottles of ink: 50 gp
Ink pen: 2 cp
3 buckets: 1 silver 5 copper
4 hooded lanterns: 20 gp
3 locks: 30 gp
5 mancles: 10 gp
Mess Kit: 2 sp
5 steel mirrors: 25 gp
100 flasks (barrel) of oil: 10 gp
Book: 25 gp
Miner's Pick: 2 gp
Portable Ram: 4 gp
100 days rations: 50 gp
500 feet of hempen rope: 10 gp
Merchant's Scale: 5 gp
Sealing wax: 5 sp
Shovel: 2 gp
Vial: 5 gp
Glowing Fine Clothing
Pocket Medic [Updated]
Ether Stones x2 (Stones with Cont. Flame)
Wig of Changing Color
Scholar's Pack:
Backpack - 5lbs
book of lore - 5lbs
a bottle of ink
an Ink pen
10 sheets of Parchment - 1lb
bag of sand - 1lb
small knife




Equipment
Night Guard
Faction
Razzle Dazzle
Stat Array

Titles:


Crusader - Attuned
While this title is active, you gain the ability to strike out divine justice against those of wicked heart. Whenever you enter combat, you can activate this ability as a free action; the first attack in this combat made against an evil aberration, fey, outsider, or undead is an automatic critical hit. This ability can be used once per long rest.

Campaign Rewards:


You can buy and own property in Daborak

Features:


Starlight Tower Benefit:


Shade Armory
Once per Long rest you can summon an armory of shadow weapons, which can be any simple or martial weapon, you and your allies can select a weapon of their choice from this armory. Once all choices have been made or 1 minute has passed the armory disappears. The weapons drawn last 1 hour and function as themselves, except that they deal necrotic damage and an additional 2d6 necrotic damage on top of that. The wielders are proficient in these items even if they normally are not.

Once, during combat, you may summon all the shadow weapons and hurl them at an enemy, this is an attack that uses your spell attack statistics. If it hits it deals 10d6 necrotic damage and increases the crit range of all the weapons to 19 – 20. These weapons then return to their original wielders.


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.

Fey Ancestry:


You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Stat Decreases:


Night Guard Washout: -1 Dex
Starlight Tower Failure Burden: -1 Wis

Half Elf Starting Bonus ASIs:


+2 Charisma, +1 Strength, +1 Dexterity

Ability Score Improvements:


Taken by Prestige Class

Origin: Dolten:


You gain a +3 bonus to saving throws vs. Fear effects. (+1 Wis)

Sub-Origin: Ward of Witchtown:


You receive a +2 to passive perception and investigation.
Corruption - You may not benefit from allies performing the help action. (+1 Con)

Psionic Dissonance:


Second Attunement Slot (Early), from completing Prestige mission Family Ties

Faction Benefits:



Attribute Cap Increase:


(NG) Strength: Cap of 22
(GC) Constitution: Cap of 22
(NG) Charisma: Cap of 22

(Below to be gained after leaving RP lock)

Faction Officer Bonus:


+5 Max HP

Faction Loyalty Bonus:


1/5 HP

Vampiric Charm:


Members of the Night Guard receive +2 to any Persuasion check they make.

Warding Brand:


Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.

Nightshade
This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy.

At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.


Title


Warlock Class Features


Warlock Patron:


Great Old One

Awakened Mind:


Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.

Pact Magic


Your arcane research and the magic bestowed on you by your patron have given you facility with Spells.

Eldritch Invocations:


Book of Ancient Secrets -
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Agonizing Blast - When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Lance of Lethargy - Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Repelling Blast - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Tomb of Levistus - As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.


Trickster's Escape - You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Pact Boon:


Pact of the Tome -
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (Toll The Dead, Frostbite, Chill Touch). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Entropic Ward:


At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield:


Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Prestige Class Features - Planeswalker Earth:


Earthen Tread:


You gain a burrow speed of 20 feet. If you already possess a burrow speed equal to or greater than 20 feet, it is increased by 10 feet.

Earthen Unraveling:


Bludgeoning, piercing, or slashing damage that you deal becomes magical for the purposes of bypassing resistances. Your spells deal an additional point of bludgeoning damage per damage source. At level 8, spells and attacks that deal bludgeoning, piercing, or slashing damage also reduce the movement speed of affected creatures by 5 feet until the end of your next turn. At level 12, this movement speed reduction is increased to 10 feet. A creature can only be affected by this once per round.

Earthen Adaptation:


Upon dealing bludgeoning, piercing, or slashing damage, you receive resistance to that damage type until the end of your next turn.

Immovable Boulder:


You gain advantage when contesting grapples and shoves, and you are no longer affected by difficult terrain created from magical effects.

Land’s Retreat:


Upon taking damage, you can use a reaction to burrow 10 feet straight down without triggering opportunity attacks. You may use this once per Long Rest.

Domain of Stone:


As a bonus action, you can double your burrow speed for the rest of your turn. All area of effect spells cast this turn create difficult terrain in the affected area. This Effect only occurs on the initial cast.Terrain created this way dissipates one round after the spell ends. Additionally, you can breathe earth as though it is air for 1 round. You can use this up to 3 times per long rest.

Dirt Shift:


As a bonus action, you can cause the earth beneath an ally within 60 feet to shift, moving them 10 feet in any direction. The ally must be in contact with the ground for you to use this effect. This can be used three times equal to once per long rest.

Ever Standing Pillar:


While in combat, you receive temporary hit points equal to your Prestige + Constitution modifier at the start of your turn. You must be conscious to benefit from this effect.

Rocky Terrain:


Difficult Terrain caused by spells you hard cast deal piercing damage equal to your prestige for every 5 feet an enemy creature moves through it.

Gathering Defense:


Temporary hit points received from non-spell sources now can stack up to a total equal to 3x your current level.This Temporary HP is removed upon completing a short or long rest.

Class/Racial Features & Traits

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