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NULIA LORATHIL, Holy Champion of Mordos


Nebula

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Nulia Lorathil

 

NULIA'S ART

elf1.jpg.2ce9532917b04eee19e7899cfd3f8950.jpg

 

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Nulia Lorathil

Umbran, Champion of Mordos, Level 1


Age 85 Height 5 feet 1 inche
Weight 105 pounds

Size Medium

Culture Umbran (Shadow Elf) Background: Entertainer

 

VITALS
HIT POINTS
11
HIT DICE
1 (1d10+1)
ARMOR CLASS
15
(Hauberk, Medium Shield -3 Dex)
SPEED
30 ft.

 
MANEUVER DC
15
PERCEPTION
12 (passive), Darkvision 120 ft.
IMMUNITIES
Sleep
INSIGHT
11 (Passive)
RESISTANCES
expertise dice on saving throw vs charm
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 17 (3) Athletics +5

STR Save +3


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 4 (-3) Acrobatics -3

Dexterity Save -3


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 12 (+1)

Constitution Save +0


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 10 (+0) Religion +2, Arcana +2, Engineering +0, History +0, Investigation +0, Nature +0

Intelligence Save +0


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 11 (+0) Perception +2, Animal Handling +0, Cultures +0, Insight +0, Medicine +0

Wisdom Save* +2 expertise die vs charm


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 16 (+3) Persuasion + 5, Performance +5,  Deception +3, Intimidation +3

Charisma Save* +5


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor Light armor, medium armor, heavy armor, shields.
Weapons Simple weapons, martial weapons, Rapier, Hand crossbow
Tools Gaming Set, Lute
Senses Darkvision 120 ft.


Languages Common, Elvish, Undercommon

 

ARCHTYPE: HOLY CHAMPION

Holy champion is a herald who draws their power from their devotion to a deity, whether good or evil (in which case the herald is an unholy champion). Some are called to serve their deity for a higher purpose, while others fly the banner of their deity to invoke fear.

 

Tenets of the Holy Champion
All holy champions hold similar tenets, regardless
of the deity they serve.
• Lead by Example. Strive to embody the principles of your deity, and inspire others to do the same.
• Life In Service. When your deity calls, you answer, and all you do is in dedication to them.
• Quick of Mind. Steel yourself against psychic attacks that may sway you from service.
• Strong of Body. Peak physical condition must be maintained, in order to serve to the best of your abilities.

 

Archetype School
Add the good and radiant schools of magic to
your list of herald spells (or if you are an unholy
champion, the evil and necrotic schools of magic

www.levelup5e.com 

 

MORDOS

Mordos, the Keeper of Shadows and the Whisperer of Hidden Truths, is a deity shrouded in enigma in the pantheon of Elissar. As the god of secrets, his lore is interwoven with the fabric of mystery that blankets the world.

Origins: The origins of Mordos are as elusive as the secrets he guards. It is said that he was born from the first whisper of the universe, the very moment existence learned to keep a secret. He dwells in the Vault of the Unspoken, a realm where all untold truths and concealed knowledge are kept.

Domains: Mordos’s domains include secrecy, silence, and forbidden knowledge. He is the patron of spies, conspirators, and scholars who dare to delve into the forbidden. His blessings are sought by those who wish to uncover the truth or keep their own truths hidden from the world.

Symbols and Worship: Mordos is often depicted as a figure cloaked entirely in darkness, with only his piercing eyes visible, reflecting no light. His symbols are the locked tome and the silent mask, representing the sealed knowledge and the unspoken. Temples dedicated to Mordos are hidden and entrance is granted only to those who can uncover their locations.

Festivals and Rites: The most secretive of his observances is the Night of Whispers, where his followers gather in complete darkness, sharing secrets with one another that they dare not speak in the light of day. It is believed that on this night, Mordos himself listens to the confessions and grants boons to those whose secrets hold the most power.

Influence: Mordos’s influence is felt whenever a secret is kept or revealed. He is the unseen force behind political intrigues, clandestine meetings, and the pursuit of hidden wisdom. His power waxes and wanes with the cycle of Tenebria, the Dark Sister moon, which is said to be under his dominion.

Legends: One legend tells of a king who sought the ultimate power and beseeched Mordos for the secret to immortality. Mordos granted his wish but at a grave cost—the king’s shadow was stripped from him, and with it, his soul. The king lived on, an empty vessel, a reminder to all of Mordos’s followers that some secrets come with a price too steep to pay.

Mordos’s lore is a tapestry of the untold, a collection of stories whispered in fear and awe. He is the keeper of the line between the known and the unknown, and his tales are as countless as the secrets that lie waiting in the shadows of Elissar.

www.levelup5e.com 

 

EQUIPMENT

Longsword, hauberk, medium shield.

Explorer’s pack (Includes a backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

 

Carry: 255 lbs
Push/Drag/Lift: 510 lbs

Maximum Supply: 17
Maximum Bulk: 4

 

BACKGROUND: ENTERTAINER

Pay the Piper.  In any settlement in which you haven’t made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.

Adventures and Advancement. Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.

 

CULTURE: UMBRAN (Shadow Elf)

Characters raised in the shadow elf culture share a variety of traits in common with one another.

Umbral Acclimation. Prolonged exposure to sheer darkness has improved your ability to see without light. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet.

Shadow Elf Weapon Training. You have proficiency with rapiers and hand crossbows.

Shadow Lore. You know a cantrip: either dancing lights or minor illusion . Once you reach 3rd level, you can cast faerie fire once per long rest . At 5th level, you can cast darkness once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest).

Languages. You can read, speak, write, and sign Common, Elvish, and Undercommon.

 

HERITAGE: Elf

ge. Elf children mature at the same rate as human children, but elvish cultures do not consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves today can live to be 700 or older, and legends speak of elves who simply never die. 

Size. Elves have a slender and graceful build. Some stand as tall as average humans , although most are a head or so shorter. Your size is Medium. 

Speed. Your base Speed is 30 feet. 

Darkvision. Having your ancestral origins in the twilight realms, 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. 

Fey Ancestry. You gain an expertise die on saving throws against being charmed , and magic can’t put you to sleep . 

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. 

MYSTIC RAPPORT 
Some elves are so attuned to the arcane that they can see magical energy with their eyes, sense the presence of nearby elves, and communicate mentally. 

Elves with the gift of Mystic Rapport have the following traits: 

Arcane Sensitivity. You gain proficiency in Arcana. 

Arcane Empathy. Your sensitivity to the flow of magic lets you speak to the hearts of others. You have a limited ability to communicate telepathically with those within 30 feet of you. Though this grants the target no ability to respond telepathically, they can understand you as long as you share a language with them. 

 

 

DESTINY: Devotion

Source of Inspiration: Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

Inspiration Feature: Selfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.

Fulfillment Feature: Miraculous Revival. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1. None
 

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.

NON-ATTUNED ITEMS


1.

CONSUMABLES


1.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Longsword +5 to hit; reach 5 ft; one target; 6 (1d8+3) slashing damage.

 

 

SPELLCASTING

Caster Level 1 | Spell Casting Ability Charisma | Spell Save DC 13 | Spell Attack +5 | Prepared spells slots 4


CANTRIPS

image.png.62206a923a5c1eea3023189185b4fafd.png Dancing Lights (V, S, M) - Shadow elf. C
reates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet.

image.png.62206a923a5c1eea3023189185b4fafd.png True Strike (S): Gain advantage on attacks against a single creature.
 

image.png.62206a923a5c1eea3023189185b4fafd.png Guidance (V,S): A creature you touch gains an expertise die on an ability check of its choosing.

 


1ST-LEVEL

image.png.62206a923a5c1eea3023189185b4fafd.png Bless (V,S,M). Bless a number of creatures, improving their attack rolls and saving throws.

image.png.62206a923a5c1eea3023189185b4fafd.png Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points.

image.png.62206a923a5c1eea3023189185b4fafd.png Divine Favor (V,S). You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.

image.png.62206a923a5c1eea3023189185b4fafd.png Protection from evil (V,S,M). The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm, frighten, or possess the target. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.

 

HERALD'S CLASS FEATURES

Divine Sense. Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell.

You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest . Upon finishing a long rest, you may also swap your chosen set of creature types for another.

Lay On Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest . With that pool, you can restore a total number of hit points equal to your herald level × 5.

As an action, you 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 your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

 

FEATS & FEATURES

Fey Ancestry. Gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep.

 

APPEARANCE

Nulia Lorathil, a petite elf of enchanting allure and a compassionate heart, is renowned throughout her village for her captivating presence. Her slender frame is adorned with cascading strands of silvery hair, flowing like liquid moonlight around her. Though she possesses undeniable beauty, Nulia eschews ostentation, preferring the dignified embrace of a resplendent hauberk, crafted from the finest chainmail.

Amidst the weight of her armor, she moves with a regal poise, each step imbued with purpose and grace. Her visage is a testament to her elven heritage, with chiseled cheekbones and eyes the hue of molten gold, reflecting the mysteries of the cosmos. While her countenance may exude strength and resolve, a gentle warmth lingers in her gaze, a silent acknowledgment of the trials she has endured.

Despite the faint limp that accompanies her movements, a lingering reminder of her brushes with mortality, Nulia radiates an aura of unyielding determination and unwavering faith. Each stride is a testament to her unwavering commitment to her beliefs, embodying the ideals of a holy knight despite the toll exacted upon her physical form.

 

 

BACKSTORY

In the Darklands under Holdenshire, where secrets and forbidden knowledge were traded like currency, Nulia Lorathil emerged as a beacon of Mordos, revered and respected by her kin. Born under the veiled gaze of Tenebria, the Dark Sister moon, Nulia's fate seemed intricately intertwined with the enigmatic deity Mordos, Keeper of Shadows.

Nulia's origins are veiled in mystery, her birth whispered of as a good omen by the elders of her shadow elf clan. From her earliest days, it was evident she possessed a rare affinity for the clandestine knowledge that lurked within the shadows. While her kin mastered the arts of stealth and subterfuge, Nulia delved deeper, seeking communion with the unseen supernatural shaping their world.

As she matured, Nulia's bond with Mordos grew undeniable. In dreams woven with shadows and whispers, the deity beckoned her, revealing secrets about the past, but also a future where the shadow elves will be engaged in a great conflict. With each revelation, Nulia's resolve strengthened, and she pledged herself to Mordos as one of his champions, a sentinel guarding the concealed truths from the outside world and protecting the ancient library of her kin that contain knowledge since before the fall of the elven empire.

Nulia's journey as Mordos's chosen champion brimmed with peril and intrigue. Through labyrinthine passages, both corporeal and ethereal, she honed her divine and fighting prowess. Amid the shadowed depths, her resolve remained unyielding during her training until she faced a formidable wraith attacking a small elvish village. Nulia bravely kept the wraith occupied long enough for a dozen townsfolks to escape. Yet, her bold actions came at a cost. The undead's ethereal touch left her gravely wounded and unconscious. Hanging between life and death for weeks at one of Mordos' temple, she miraculously survived. Whispers of her recovery suggested Mordos' divine hand at work, yet the toll on her mortal form was profound, bearing scars as testament to her heroic actions.

Serving Mordos with devotion meant to fight his enemies, mortal and otherworldly, that are coveting Mordos' knowledge and secrets. Yet, Nulia stood undeterred even after her near death experience, her faith unwavering amidst adversity. For she understood that within the shadows lay the keys to unraveling the universe's mysteries. If this knowledge fall in the wrong hands it would put the world at risk. Therefore Nulia stood resolute as Mordos' champion.

Since she is officially a Champion of Mordos, Nulia stands as a stalwart defender of her community, ever vigilant against the encroaching shadows of danger. Despite her relative inexperience, she approaches her tasks with cunning and strategy, choosing her battles wisely. While she lacks the seasoned expertise of some, Nulia compensates with her shrewdness, opting to engage only in conflicts deemed essential to safeguarding her people and the sacred duties entrusted to her by Mordos. She patrols the borders tirelessly, her watchful gaze scanning the horizon for signs of impending calamity.

 

 
ZYR'THEL

Nulia hails from the illustrious town of Zyr'thel, a name echoing the legacy of an ancient shadow elf wizard who laid the foundation for the revered Hall of Whispers. Nestled within the heart of Zyr'thel lies this enigmatic library, a sanctuary steeped in the lore of ages past. Intricately linked to the library stands the largest Mordos temple in the region, a sacred haven teeming with secrets and mysteries waiting to be unraveled.

Since her anointment as a holy champion, Nulia's foremost duty has been to safeguard the sanctity of the Hall of Whispers and the temple, standing shoulder to shoulder with her older brethren and sisters. Together, they form a stalwart bastion against the encroaching shadows, their unwavering vigilance ensuring that the ancient knowledge housed within remains protected from the grasping hands of those from the surface who would seek to exploit it for their own gain.



Zyr'thel, an ancient town enveloped in the ethereal whispers of ages past, boasts a population of one thousand elvish souls. It stands as a venerable monument to the enduring legacy of the shadow elf civilization. Its labyrinthine streets meander through a landscape adorned with architecture that bears the weight of millennia, each stone and structure resonating with the echoes of history. Towering spires of ebony ascend gracefully against the backdrop of the subterranean skyline, their intricate carvings weaving tales of forgotten legends and ancient rites into the very fabric of the town's essence.

As one wanders through the town's winding alleys, they are greeted by the sight of grand edifices adorned with elaborate arches and ornate reliefs, a testament to the craftsmanship of generations long past. Moss-covered statues of long-forgotten heroes stand sentinel at street corners, their stoic visages watching over the bustling thoroughfares below.

At the heart of Zyr'thel lies the fabled Hall of Whispers, a sanctuary of knowledge that has stood for countless ages. Its towering pillars and vaulted ceilings house an extensive collection of tomes and scrolls, each containing secrets and mysteries dating back to the dawn of time itself. Scholars and seekers from across the realms flock to its hallowed halls, drawn by the allure of ancient wisdom and arcane lore.

Surrounding the Hall of Whispers are the winding streets and bustling marketplaces that form the vibrant heart of Zyr'thel. Merchants peddle their wares beneath awnings of shadow silk, their voices mingling with the sounds of laughter and conversation that fill the air. Taverns and alehouses beckon weary travelers with promises of warmth and camaraderie, their flickering torchlight casting dancing shadows upon the ancient cobblestones below.

One travelling in Zyr'thel for the first time cannot help but feel the weight of history pressing down upon them. For in Zyr'thel, the past and present intertwine in a tapestry of shadows and secrets, weaving a tale of timeless beauty and ancient wonder.

 

NULIA'S PARENTS

Nulia's parents, Aranor and Selene Lorathil, epitomize the convergence of exploration and devotion within the shadow elf society. Aranor, a seasoned Darkland explorer, possesses an insatiable curiosity for the hidden depths and mysteries lurking beneath the surface. With his keen intellect and unwavering determination, he has charted uncharted territories and delved into the darkest recesses of the underworld, uncovering ancient relics and forgotten lore along the way.

On the other hand, Selene Lorathil embodies the sacred connection between the shadow elves and their enigmatic deity, Mordos. As a priestess devoted to the worship of the Keeper of Shadows, Selene channels the divine energies of her god with grace and reverence. Her unwavering faith and profound understanding of Mordos's teachings have earned her a place of honor within the shadow elf community, where she guides others on the path to enlightenment and guards the sanctity of their ancient rituals.

Together, Aranor and Selene Lorathil represent the balance between exploration and piety, forging a legacy of wisdom and adventure that Nulia carries with her on her own journey as a holy champion of Mordos.

 

THE DARKLANDS

Beneath the surface of Elissar, deeper than the roots of the oldest trees, lies the Darklands—a terrifying expanse of endless night. It is said that when the world was young, the gods banished all things wicked and vile to this subterranean abyss. Over the eons, these malevolent beings twisted and merged with the darkness, becoming part of the very fabric of the Darklands.

The Darklands are a labyrinth of jagged caverns and narrow crevices, where the rocks seem to whisper secrets of ancient horrors. The air is stale, and the oppressive darkness is so thick it feels like a tangible presence, suffocating hope and courage. Rarely does light find its way into this forsaken place, and when it does, it's quickly smothered by the omnipresent gloom.

Creatures of nightmare roam these unhallowed grounds—monstrosities with eyes that glow like dying embers, hunting for lost wanderers to drag into the depths. The denizens of the Darklands are born from the darkest corners of fear, their forms as varied as they are terrifying. Some say they are the twisted descendants of those first exiled beings, while others whisper of travelers who lost their way and were consumed by the darkness, their souls forever bound to the shadowy realm.

The most dreaded place within the Darklands is the Chasm of Despair, a bottomless pit from which no sound escapes. It is here that the most heinous of creatures are said to reside, and the air is filled with the silent screams of their victims. The chasm is a gaping maw in the earth, a reminder of the chaos and malice that once threatened to consume Elissar.

To venture into the Darklands is to accept a fate worse than death, for those who enter are seldom seen again. Their last vestiges of light are snuffed out, leaving behind only echoes in the darkness. The Darklands remain a testament to the ancient evils of the world, a realm where shadows reign supreme, and the faint-hearted are lost to the eternal night.

Tread carefully, traveler, for the Darklands await to claim all who dare to uncover its sinister embrace.

The races that dwell in the subterranean realms of Elissar have developed unique ways to cope with the perils of the Darklands. Here's how some of them manage to survive and even thrive in such a hostile environment:

Shadow Elves:
The shadow elves, or dark elves, have adapted to the darkness of the Darklands. They have a natural affinity for magic that allows them to manipulate shadows and light. The shadow elves use this power to create illusions and concealments, making their settlements difficult to find and even harder to assault.

 

ALLIES & ORGANIZATIONS

Clergy and followers of Mordos.

 

FOLLOWERS & STRONGHOLDS

N/A

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Edited by Nebula (see edit history)
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NULIA LORATHIL

Shadow elf, Champion of Mordosoutput-onlinepngtools.png.6ae57b67f392d7b3315a8ae0b0f6ad70.png
Sheet link

AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11
Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13
Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights
DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3

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image.png.30b924e658ca3da1577a1e996d5a58f6.png

   

Mechanics

Main Hand: Long Sword
Off Hand: Shield


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

 

Edited by Nebula (see edit history)
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Posted (edited)

Thank you for the chance to be an applicant. While I'm new to this platform, I bring with me a wealth of experience from play-by-post and RPG settings.

Though I rolled a 4 for my character's stats, I'd like to embrace this challenge. It's a rare opportunity to delve into a role that embodies resilience amidst adversity. I envision her backstory involving a battle with a undead that left her with permanent nerve damage, resulting in stiff muscles, limping, and joint pain. Despite these physical limitations, her courage shines brightly, making her a beacon of inspiration within the game world.

Please take note that i can easily rebuild Nulia as Wizard or Cleric of Mordos if it fit better the party composition and keep the same background story if you liked it.

Cheers, 🙇‍♀️

Edited by Nebula (see edit history)
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  • 2 weeks later...
46 minutes ago, Nebula said:

I thought she had 4 spells prepared. I choose, for now. :) Is it proper?

Or you saying it's 3 total, and she should remove one cure? Thanks.

Bless x1
Cure Wounds x3
 

Yes, it should be 4.

You can prepare a number of spells equal to your Charisma modifier + half your herald level, rounded down (minimum 1 spell). 

In 5e you don't have to prepare spells like you did above. You have 2 first level spell slots with which you can cast any prepared spell. So you prepare 4 different spells but you can only cast 2 of them. But each time you use a spell slot you can choose from any of the four prepared spells.

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NULIA LORATHIL

Shadow elf, Champion of Mordosoutput-onlinepngtools.png.6ae57b67f392d7b3315a8ae0b0f6ad70.png
Sheet link

AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11
Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13
Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights
DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3

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With great care, Nulia takes the hammer and gently places it on the warrior’s chest, arranging her lifeless hands around the weapon’s handle. She tries to position the corpse in a dignified manner for her final journey into death. As she stands, her weak legs and noticeable limp become apparent, yet she straightens herself with the grace of a resilient flower. Though she listens to the white elf's words, and they make her ears twitch, she remains composed, choosing to ignore his prayers rather than correcting his misguided beliefs.

In a calm voice with a distinctive, charming accent, she introduces herself. "My name is Lady Nulia Lorathil, from Zyr'thel, guardian of the Hall of Whispers, daughter of Mortos. Please, call me Nulia, though most refer to me as Lady Lorathil." Her tone is not boastful but precise, simply stating her identity.

"This is troubling," she responds to Lawrence, shivering as she imagines a worm crawling through her nose, briefly breaking her composed demeanor. "That would explain the loss of memories. I assume it means we were under some form of mind control."

As for the eager, flying flower, Nulia takes her time, trying to understand the situation and the strangers around her. "What about the deceased woman? In my culture, the right thing to do is to return her body to her family with her possessions, so she can receive a proper burial according to her customs."

 

 

 

 

 

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Mechanics

Main Hand: Long Sword
Off Hand: Shield


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

 

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