Difference between revisions of "Rigel"

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===Class Traits===
 
===Class Traits===
*Xxx
+
Armor: Light armor
*Xxx
+
Weapons: Simple weapons
 +
Tools: None
 +
Saving Throws: Wisdom, Charisma
 +
Skills: Arcana, Investigation
 +
 
 +
As a devotee of a Celestial, they have the following expanded spell list:
 +
SPELL LEVEL SPELLS
 +
1st cure wounds, guiding bolt
 +
2nd flaming sphere, lesser restoration
 +
3rd daylight, revivify
 +
4th guardian of faith, wall of fire
 +
5th flame strike, greater restoration
 +
 
 +
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
 +
 
 +
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
 +
 
 +
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
 +
 
 +
Your pool regains all expended dice when you finish a long rest.
 +
 
 +
Eldritch Invocations:
 +
Ascendant Step - You can cast levitate on yourself at will, without expending a spell slot or material components.
 +
 
 +
Ghostly Gaze - As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.
 +
 
 +
Book of Ancient Secrets - Gain ability to Ritual Cast and 2 1st level ritual spells - Comprehend Languages, Identify
 +
 
 +
Armor of Shadows -
 +
Eldritch Sight
 +
 
 +
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
 +
 
 +
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
  
 
===Subclass Traits===
 
===Subclass Traits===

Revision as of 02:41, 24 January 2018

xxx
Race: x, Class: x
Background: x, Alignment: x
Patron Deity: x
Factions: {{{Factions}}}
Ability Scores
Strength x, Dexterity x, Constitution x;
Intelligence x, Wisdom x, Charisma x
Proficiencies
Bonus: x
Saving Throws: x
Skills: x
Tools: x
Languages: x
Armor: x
Weapons: x
Traits
x
Feats
{{{Feats}}}
Combat
Attacks: {{{Attacks}}}
Armor Class: x, Initiative: x, Speed: x
Hit Points: x, Hit Dice: x
Social
Personality Traits: {{{Personality}}}
Ideals: x
Bonds: x
Flaws: x


Quote - Author

Origin

Origin Story

A-Ri'el is a name that was given in communion with their patron (no gender ascribed). "A" stands for "Alpha" - "Ri" for "Rigel" and "el" for "emanation into elvish form" and also elvish for "part of a whole" or "god or deity". They consider themselves to be "The Left foot of the Primary One", a metaphor for being a force to be reckoned with and "a pivotal and foundational member" of the group of "Eminates" (members of the Tryptic) towards ascension. All of this seems to follow and some would say even be the prototypical myth surrounding the constellation of Orion. The celestial being that A-Ri'el communes with and is in service to is actually a deity and one of the secret guides of the Tryptic. A-Ri'el is unaware of this truth, thinking only that their Celestial is a deeply personal relationship. In fact the name given to A-Ri'el is his secret designation within the Tryptic and speaks to his primacy in his role as a channel with the entity that can best be reflected and identified with by the star Rigel itself-Alpha Orionus, 7th brightest star in the heaven. Because the relationship with this being is emerging many in the faction know it's nature only by what can be seen and intuited and it is largely metaphorical. For example: just as the Witch Nebula reflects the light of Rigel in the sky, the faction believes only being using magic and seership can understand the being and relay its mission. Note - all of this information is achieved via scrying and advanced spell work that puts a person in direct contact with the diety (a skill in which they are still learning and mastering). It is only after the last 30 years that A-Ri'el has come into the early stages of communion with their Celestial and as a result, earned the privileges and powers associated with that devotion.

The deity is one of light and radiance and has a specific interest in intervening in the worldy affairs as part of a "Counsel" of entities known as the "Triadic Eye" that is overseeing the awakening of beings on the material plane and 2 others. All members "Emanates" (a general name for Tryptic agents) believe that they are in fact emanations from a cosmic monad that is one of these beings. A-Ri'els particular "monad" or group on this material realm make up a subfaction, which consists of 3 classes or missions and are reflected by the 3 star system of Rigel. The classes are "The Star" - Rigel A, the "The Challice" - Rigel C, and the "Blade" - Rigel B. Their roles are to act as a Channel, Healer, and Warrior respectively. Some say that these classes translate to the Warlock Pacts. One secret of the group is that "Stars" are non-binary, while the Chalice and the Blade are male or female. While each member must be skilled in all 3, each has a focus. A higher level secret of the sub faction is that each star in the Orion Constellation is actually a reflection of one of the beings in the counsel which in turn may be an emanation of a greater singularity. In other words, the constellation itself could be the reflection of an actual entity. What is also unclear is how many constellations make up the Tryptic or the hierarchy and make-up of the Counsel.

A-Ri'el is of the "Star" sub-faction and thus is considered a more direct conduit to their deity. They can fight and heal but their secret mission to be a direct channel for Rigel and offer insight discovered through adventuring back to the group and help steer the group. They do this by joining a group of seemingly disparate adventurers to learn about the awakenings of beings in this world and intervene as they are called or as guided. A general narrative for the group is that the Tryptic, and humanity are occulted, meaning blocked by the unseen forces from showing their truest nature and radiance and it is the job of this group to clear the path.

A-Ri'el was enculturated as an Eladrien but grew up outside of a formal enclave or family system. Instead they never knew their parents and were raised with other elves that seemed to have a refuge status, special needs, or experienced a tragedy. They were well cared for by the community but weren't able to ever really identify with the story of their parents being killed. This 'otherness' fueled their need to seek and explore and at a very early age, they found themselves enamored by mysticism and the occult and showed a remarkable penchant for seership and magical workings, even uncommon amongst elves. They also were uncommonly beautiful, strong-willed, able to persuade, and had an unquenchable need to explore. It was during a lone "walkabout" in the woods that they fell into trance and were contacted by their "Celestial" and given a mission to "awaken self and others." They shared this information with the elders of the community and was soon contacted and taken into the arms of the Order of the Blue Star, a mystery school that had been watching the young elf's development and abilities (and which had been infiltrated by the Tryptic). A-Ri'el, was taught ways to deepen their relationship with the celestial and use if for guidance and during initiation, they were tattooed with a blue star on the back of their neck to indicate becoming "fully contacted". Years later, the growing relationship with the Celestial has brought about transformation both in beauty, ability, temperament, and in their left eye which is slightly larger. Now they maintain their connection (and constantly strive to deepen it as per their mission with the Tryptic, by performing ritual daily, attempting seership, and interpreting prophecy and contact as it is expressed in nature). They remain unaware of some of the higher order secrets about their nature and the nature of the entity they are cultivating a relationship with. As their connection to it grows, so is its nature, and the mission revealed.

What is also a secret to A-Ri'el is that they are also a Star Elf and carry with them the legacy of that tragic civilization, Sildëyuir. Their rage towards Orcs and Sorcerers is socio/biological/spiritually embued into them. As a result, they have an uncanny ability to sense Orcs and can intuit malevolent intention in magic users which almost always sends them into a highly activated stance and prepared to fight (the irony is that because of the mystery of their organization - they may not really know the true alignment of their calling or their "Celestial". A'Ri'el does not know that it is the ongoing assault on their homeland that lies at the hear of their essential heart wound, pervasive sense of 'otherness', and desire to take care of the less fortunate, promote spiritual awareness and awakening, and master the occult. It is also unclear, what role the "Celestial" has in the convergence of A-Ri'el's past and destiny.

Traits

Racial Traits

Hearty Physique: Gain +1d8 hit points to your hit point maximum; once at character creation, and again at 4th, 12th, and 17th level advancement.

Blessing of the Cosmos: The creative essence that flows through their veins has gifted them with the ability to heal others; a pool of star-fire that exists within each of them powers this ability. With this pool, they can restore a number of hit points equal to their level x 3. As an action they can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool. Alternatively, they can expend 5 hit points from their pool to cure the target of one disease or neutralize one poison affecting it. They can also cure multiple diseases and neutralize multiple poisons with a single use of this ability, expending hit points separately for each one.

At 3rd lvl they learn the Spare the Dying cantrip.

At 6th lvl they gain use of the Scorching Ray spell, and can cast it as a 2nd lvl spell without expending spell slots. The damage type for this spell is changed to radiant damage. Wisdom is the spellcasting ability for this spell. They are able to use this ability once per long rest.

Appearance: They have pale skin that sometimes takes on a gold or silver sheen, and hair of gold, red, or silver-white. Their eyes are gray or violet; sometimes with gold or silver flecks. Similar to the sun elves or moon elves, most star elves are tall (usually between 6 and 8 feet tall) and slender. Star elves are graceful and strikingly handsome by human standards; because of this, they gain a +1 to Charisma at character creation.

Temperament: Star Elves tend to keep to themselves, and live in small communities as well as members of larger societies. They are very observant and wise, finding wonder in all things new and unknown. Languages: Celestial, Elven, and one other of their choice.

Class Traits

Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Arcana, Investigation

As a devotee of a Celestial, they have the following expanded spell list: SPELL LEVEL SPELLS 1st cure wounds, guiding bolt 2nd flaming sphere, lesser restoration 3rd daylight, revivify 4th guardian of faith, wall of fire 5th flame strike, greater restoration

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Eldritch Invocations: Ascendant Step - You can cast levitate on yourself at will, without expending a spell slot or material components.

Ghostly Gaze - As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Book of Ancient Secrets - Gain ability to Ritual Cast and 2 1st level ritual spells - Comprehend Languages, Identify

Armor of Shadows - Eldritch Sight

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Subclass Traits

  • Xxx


Background Traits

Xxx

Resources

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

Magic Items

  • Xxx

Equipment

Carried Equipment

  • Xxx
  • Xxx

Stored Equipment

  • Xxx

Lifestyle

  • xxx: (x gp/day). x


Important Individuals

  • x