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Galena, Eladrin Warlock


X51

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Image Credit: 'Sylpha' by Linn Kristine Pettersen

Details
Name: Galena
AC: 14
HP: 8
HD: 1d8
Race: EladrinHeight: 5' 6"
Weight: 120 lbs.

Current Summer Personality: Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.

Current Summer Flaw: Your fury can carry you through anything.
Background: UrchinPersonality: I hide scraps of food and trinkets away in my pockets.

Ideal: The low are lifted up, and the high and mighty are brought down. Change is the nature of things.

Bond: I owe a debt I can never repay to the person who took pity on me (Petros Lorrimor, extended to Lorrimor Family).

Flaw: I will never fully trust anyone other than myself.
Class: Warlock (Archfey) 1
Abilities
Strength 8 -1
Dexterity 16 +3
Constitution 10 +0
Intelligence 10 +0
Wisdom 14 +2
Charisma 16 +3
Proficiencies (+2)
Armor: Light Armor
Weapons: Simple Weapons
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Wisdom (+3), Charisma (+5)
Languages: Common, Elven, Sylvan
Skills: Deception +5, Intimidation +5,
  Perception +4, Sleight-of-Hand +5, Stealth +5
Features

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.

Trance

Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

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.

Otherworldly Patron

Archfey - Powerful Unseelie Arak

Bonus Spells:

1: Faerie FireCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
, SleepCasting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until 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.

Pact Magic

Cantrips: 2

Eldritch BlastCasting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack (+5) against the target. On a hit, the target takes 1d10 force damage.
, Mind SliverCasting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Spells Known: 2

Cause FearCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
, HexCasting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

Spell Slots: 1/rest

Spell Level: 1st

Save DC: 13

Equipment (0 GP, 70.5/120 lbs.)

Common Clothes

Weight: 3 lbs.

Pouch

Holds 0 GP

Weight: 1 lb.

Dagger x4

Attack: +5

Damage: 1d4+3 Piercing

Properties: Finesse, Light, Thrown (20/60)

Weight: 1 lb. (4 lbs. total)

Gnarled Twig 'Wand'

Arcane Focus

Weight: 1 lb.

Backpack

Contents: Crowbar, Hammer, 10 Pitons, Tinderbox, 10 days' rations, Waterskin

Total Weight: 41.5 lbs

Rope, Hemp (50')

Weight: 10 lbs.

Leather Armor

AC: 11+Dex (14)

Weight: 10 lbs.

 

 

Edited by X51 (see edit history)
Name
Winter Personality Roll
4
1d4 4
Winer Flaw Roll
4
1d4 4
Random Height/Weight
10; 3
2d10;1d4 [7,3]; [3]
Day Two Season Roll (Season/Personality/Flaw)
4,2
repeat(1d4,2) 4,2
Day Two Flaw, 2nd Attempt
4
1d4 4
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Personality

Galena's personality is sometimes hard to pin down, owing to significant mood swings. One day, she might be cheery and carefree, while the next she might be dour and sullen. The changes in attitude are often accompanied by small physical changes. When she's happy or content, her skin and hair take on hints of warmth and color. When she's depressed or fearful, they become an ashen gray.

 

Mood aside, Galena usually tries to do what she feels is right. She tries to help others, and she offers those in need what she can spare; it's just that sometimes 'helping' someone means filling their rival's heart with mortal terror, and 'sharing' means handing someone a handful of twigs and leaves she's had in her pocket for weeks.

 

Galena is fond of poetry and song, and likes to write verses of her own, which she calls her 'gambols.'

Example 1: Th’Dance o’ DuranceTh’Dance o’ Durance

Th’Delicate dally in daily devotions, devoid of derring-do
Th’Durant dancing th’dawning dread, a dramedy derived
Despising despot’s diss’ffecting demands, denizens delight
Desiring dearness t’deny th’dictactes, dreams divide th’desp’rate

Example 2: Th'WatcherTh’Watcher

Th'Watcher watches in wailing wood
Wanting wand'rers o'waning wyrd
T'wash'n'wither th'waxing wizzen
Wrought within th'waving wast

Writhe'n'wriggle, o wasting waif
Th'Wicked weds th'Watcher's whim
Wrap which wards t'waylay th'wamble
T'waltz webbed winzes, what wakes th'wrath

Backstory

Galena was not born in Ravenloft, but ended up there as so many often do: getting lost in the mists. She was but a child when she wandered away from her parents and got whisked away to a nightmare realm, and grew up an urchin in the streets of Lepistadt. The oppressive horror of nights without shelter and being separated from her realm combined to slowly drive her into a partial madness.

 

In her mid-50s, she had a habit of wondering the streets, mumbling her verses to herself and any passersby. Naturally, most ignored or spurned her, but one man actually stopped to listen one day: Petros Lorrimor. The Professor, not yet middle-aged, managed to hear and see beyond the trappings of what Galena was saying, ultimately intuiting that she was not just an Elven waif.

 

After doing some research, Petros deduced he was seeing an Eladrin in a perpetual state of Winter. He decided to try to reintroduce Galena to her fey heritage to see if that might heal her, with middling success. With great difficulty, he managed to direct Galena to the Shadow Rift of the Arak. What exactly happened there is anyone's guess, but when she returned, Galena seemed lucid, and aware of her surroundings for the first time since she'd known her.

 

Galena thanked him profusely, and the two remained friends for the rest of his tenure at the University, often chatting on his daily walks through the city. The Eladrin still had her mood swings, but Petros was able to discern a new pattern, in which she adopted a different 'season' week-by-week - not necessarily in order, but never the same season in consecutive weeks.

 

What Petros didn't know is that Galena's mental state was now tied to changing of the Courts of the Shadow Fey. When the Seelie Court is in power, Galena would adopt either Spring or Autumn. When the Unseelie would hold court, it'd be Winter or Summer.

 

Eventually, Petros departed Lepistadt, but not without saying goodbye to Galena. He invited her to Ravengro on a few occasions, though only once did she manage the trip, where she finally met his daughter, Kendra. Her presence left a small impression on the village, with many of the children who saw her whispering among themselves that she was some sort of witch.

 

They were not far off the truth.

 

With the news of Petros' passing, Galena ventures to the town of Ravengro once again, now bringing Winter in her wake.

 

Future Levels

All Warlock, with Pact of the Tome at 3rd level.

Edited by X51 (see edit history)
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  • 2 weeks later...

spacer.pngGalena (Winter)


Hit PointsCurrent Total: 8/8

Hit Dice: 1d8
| Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60)

Armor Class: 14

Saves: Wisdom +4, Charisma +5
>> Advantage on Saves vs. Charm, immune to magical sleep effects.
| Skills+5 Deception
+5 Intimidation
+4 Perception
+5 Sleight-of-Hand
+5 Stealth
| SpellsSpellcasting Ability: Charisma (+3)
Save DC: 13
Spell Attack: +5

=========
CANTRIPS
Eldritch Blast (Action, 120')
>> +5 vs. AC, deals 1d10 Force damage on a hit.

Mind Sliver (Action, 60')
>> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn.
=========
SPELLS KNOWN
Cause Fear (Action, 60', Concentration, 1 Minute)
>> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success.

Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute)
>> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage.

Hex (Bonus Action, 90', Concentration, 1 Hour)
>> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack.

Sleep (Action, 20' sphere within 90', 1 Minute)
>> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them.
=========
| Other AbilitiesDarkvision 60'

Fey Presence 1/1 (Action, 10' Burst) (Per rest)
>> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn.

Fey Step 1/1 (Bonus Action) (Per Rest)
>> Teleport up to 30' to an unoccupied space Galena can see.


 

Edited by X51 (see edit history)
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