Orion Despri

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Orion of the House De'spri
Orion-despri.jpg
Race: Human, Class: Druid 6
Background: Waterdhavian Noble, Alignment: Chaotic Good
Patron Deity: Chauntea, the Great Mother
Factions: Harpers 5, House De'spri 2
Ability Scores
Strength 10 (+0), Dexterity 14 (+2), Constitution 16 (+3);
Intelligence 10 (+0), Wisdom 18 (+4), Charisma 8 (-1)
Proficiencies
Bonus: x
Saving Throws: Intelligence & Wisdom
Skills: Arcana +3, Insight +7, Medicine +7, Nature +3, Perception +7, Performance +2
Tools: Alchemist's Supplies, Herbalism Kit
Languages: Common, Druidic, Elvish, Sylvan
Armor: Light, Medium, Shields
Weapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Traits
Druid Circle (Circle of the Moon), Wild Shape, Combat Wild Shape, Primal Strike
Feats
Durable
Combat
Attacks:Scimitar: +5, 1d6+2• Quarterstaff: +3, 1d6 (1d8)• Sickle of Warning: +3, 1d4• Crossbow, Light: +2, 1d8+2• Ice Knife: +7, 1d10
Armor Class: 14 (breastplate),+1 Cloak of Protection, +2 Shield, Initiative: +2, Speed: 30 ft
Hit Points: 56, Hit Dice: 6d8
Social
Personality Traits: I take great pains to always look my best and follow the latest fashions.
Ideals: Independence. I must prove that I can handle myself without the coddling of my family.
Bonds: Nothing is more important than the other members of my family.
Flaws: I secretly believe that everyone is beneath me.


Character Relevant Links

Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local NeighborhoodDusken Glade Inn • Rivals
Campaign Info: House RulesGroup Treasury

Appearance

Age: 28
Gender: Cisgender Male
Height: 6'
Weight: 190 lbs
Hair: Brown
Eyes: Brown
Skin: Year round fabulous tan, no tan lines

Traits

Racial Traits

  • Ability Score Increase: +1 to all ability scores, Dexterity +1, Wisdom +1
  • Languages: Common, Druidic, Elvish, Sylvan
  • Skills: You gain proficiency in one skill of your choice - Medicine
  • Feat: You gain one feat of your choice.
    • Durable
      • Increase your Constitution score by 1, to a maximum of 20.
      • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Sorcerer Features

  • Proficiencies:
    • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
    • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
    • Tools: Herbalism kit
    • Saving Throws: Intelligence, Wisdom
    • Skills: Arcana, Perception
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
  • Wild Shape: You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
  • Druid Circle: Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

    • Combat Wild Shape: You have the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    • Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. You can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
    • Primal Strike: Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Ability Score Improvement: Wisdom +2

Waterdhavian Noble Background Traits

You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.

  • Skill Proficiencies: Nature, Insight
  • Tools: Alchemist's Supplies
  • Languages: Sylvan
  • Position of Privilege:
    • Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Harper Faction Traits

  • Sponsor: You have a senior Harper who has not only brought you into the Harpers, but helps to train you. The time it takes to learn one of the mentor's proficiencies by the Training downtime activity is reduced in half. Any given mentor usually knows 1d6 languages and 1d6 tool proficiencies. They can also arrange training with other Harpers for proficiencies outside of their own baliwick.
  • Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
Harper Pins
Wondrous Item, rare (attunement)
Harper-pin.jpg

Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.

  • Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
  • Rank 1+. The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
  • Rank 3+. In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.
  • Rank 4+. Harpers with some experience can learn to invest their pins with a fragment of personality. Instead of causing mind-reading to simply fail (which is suspicious), they can cause the pin to "loop" a set of thoughts of their choice, usually setting a cycle of thoughts appropriate to their current cover story. A pin's thought loop can be reset during a short rest.
  • Rank 5+. The pin is capable of playing a counter-tune when the attuned Harper encounters spells that would charm them, granting the bearer advantage on all saves against such spells and abilities. The pin also drinks in the power behind magic missiles, rendering the bearer immune to them. Either of these effects cause a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 6+. The pin protects the bearer from electrical attacks, granting resistance to lightning damage. This effect causes a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 12+. A shapechanged pin is now immune from reverting to its normal shape by any means.
  • Song Training: Rank 2+. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well. Proficiency - Performance (singing)
  • Harper's Pin: Rank 3+. Fully acknowledged agents of the Harpers receive a Harpers pin magic item (see sidebar).
  • Harper Cell: Rank 3+. Harper agents are frequently put into a cell structure, giving them the support of allies without endangering the entire organization should they be compromised.
  • Harper Lore: Rank 4+. Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. These spells may be considered to be added to the spell-list of the character.
  • City Lore: Rank 4+ A Harper gains familiarity with the backways and shortcuts of their main city of operation, or of any other city they spend at least a season (three months) in. These months do not have to be cumulative. You gain the "City Secrets" ability of the Urchin Background for those cities.
    • City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
  • Continuing Training: Rank 5+. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. (Hand Drum) They may also choose proficiency in a disguise kit, herbalism kit, or poisoner's kit. (Poisoner's Kit)
  • Magic Access: Rank 5+. Harpers can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spell Slots

1st Level O O O O

2nd Level O O O

3rd Level O O O

Feats

  • Durable:
    • Increase your Constitution score by 1, to a maximum of 20.
    • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Resources

  • Coins: x cp • x sp • x ep • xx gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Cloak of Protection: You gain a +1 bonus to AC and saving throws while you wear this cloak..
  • Sickle of Warning: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


Equipment

Carried Equipment

  • In Hand: XX
  • Worn: Cloak of Protection, a Harper pin, XX
  • Belt: xx
  • Backpack: xx

Stored Equipment

  • xx

Lifestyle

  • Wealthy: (4 gp/day).

Backstory

Important Individuals

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Akshay Govind
Smuggler • Former Employer
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