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Moricarn Cursewielder - Kagonesti Bladesinger of Nuitari


Eldariel

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First, here's rolling the stats:

Ability Scores 1

Ability Scores 2

Ability Scores 3 (EDIT: using these)

Edited by Eldariel (see edit history)
Name
Ability Scores 1
7,12,9,13,16,10
repeat(keep(4d6,highest,3),6) 4,2,1,1,6,4,2,2,3,3,3,3,6,6,1,1,6,5,5,1,4,4,2,1
Ability Scores 2
14,13,7,9,13,13
repeat(keep(4d6,highest,3),6) 5,5,4,3,6,4,3,1,3,2,2,2,5,3,1,1,6,5,2,1,6,4,3,2
Ability Scores 3
10,14,13,15,17,12
repeat(keep(4d6,highest,3),6) 6,3,1,1,5,5,4,1,5,5,3,2,6,5,4,2,6,6,5,4,6,4,2,1
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Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard (Bladesong) 2
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 15/15

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+3 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting | Training in War and SongWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (Whip).

You also gain proficiency in the Performance skill if you don’t already have it.
| BladesongStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, whips, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Edited by Eldariel (see edit history)
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  • 3 weeks later...
Backstory

Moricarn hails from the lush, untamed woodlands of Southern Ergoth. Moricarn's curiosity and daring spirit set her apart from her peers, with her kind mostly being extremely careful and calculating - that and her silver-white hair, which marked her an outcast the first time. From a young age, as all Kagonesti, she mastered hunting and working with the wild animals of the woods. On a hunting trip, she was approached by an owl with which she found herself communicating beyond the level normally possible. She mystically formed a bond with it, naming the beast Tek, "sign", and following it as it guided her to game.

Decades later, she found herself wondering how the owl could live a life as long as an elf. She had been wondering, how weird their bond was in the first place: they could almost understand each others' thoughts, she felt, and communicate without words or thoughts. The true nature of the creature was still a mystery, but she was certain it was not a being of nature. Ultimately, the shamans of her clan could not help her: indeed, they feared this creature, which was not of nature, and this ultimately lead to her exile.

Bitter and heartbroken, Moricarn was forced to leave her homeland behind. With determination and the echoes of an unknown power resonating within her, she followed her only remaining companion, Tek, which seemed to know something she did not. Moricarn wandered the world in search of her place. Her journey with Tek led her to encounter a traveling human named Ispin Greenshield, whose kindness and wisdom offered solace during her darkest days. Ispin became a true friend, and his influence on her life was profound. The two travelled together for a while, Ispin trying to restore her faith in the others and to focus her on growth while forgiving others' mistakes. On these travels, she had to learn to use the environment and any equipment she might have available to fight; oil would burn, bow would sing, caltrops would slow down her pursuers as she dug out the small crossbow hidden in her robes that Ispin had taught her to use.

When she asked the experienced adventurer for an opinion on Tek, he could offer nothing but a statement of the creature clearly not being of this world. He suggested that she seek out the Mages of High Sorcery - they were the true keepers of secret knowledge and could perhaps provide further insight, and perhaps something more. The two separated and Moricarn, with guidance of Tek, found her way to the Tower of Wayreth, the last remaining Tower of High Sorcery. There she met a qualinesti elf. Immediately she thought it was a trap and that her brand as "dark elf" had caught up to her. The stranger though introduced himself as Astathan, who explained that Tek was a messenger from beyond, that she had bonded with through her vast latent gift for magic, which must be cultivated for a task that he saw laying ahead for her.

After brief education, Moricarn was suddenly made to take the Test of High Sorcery, where she was faced with a conundrum: she was given the power to rain death upon the foolish shamans of her tribe. This lead her down deep deliberation, but thanks to the time spent with Ispin, she decided that past must remain past and a past wrong does not vindicate another, no matter how foolish her kin were. She realized she must grow in power and reform the rigid world of the elves, who keep on living by millenia-old laws that mark even the smallest breaches of conduct as punishable by exile. At this point, a voice she had known as Tek's spoke to her and told her she had finally "become": the creature was none other but the messenger of Nuitari, a fiendish messenger clad in the same night camouflage that hid Nuitari himself in the sky. He offered her power to make her vision reality. Moricarn accepted, and wore the black robes in the Tower.

Darkness was growing in Krynn again, and Moricarn's path led her to the war-torn lands beyond her ancestral home, seeking lost arcana and skills to grow her own power to ultimately bring about elven renaissance. Her mastery of arms and wilderness plus her growing gifts of dark magic, and her eternal companion, "Tek", allowed her to thrive wherever conflict lay. A potent combination of a warrior's instincts and magical prowess began to earn her reputation as a formidable force.

It was during this time that a message arrived, bearing the seal of a fellow traveler of her past. Becklin Uth Viharin's words struck a chord within Moricarn's heart, announcing the passing of Ispin Greenshield. The memories of her dear friend flooded her mind. The news of Ispin's peaceful departure brought both sorrow and an urgent desire to honor his legacy.

Determined to pay her respects and carry forward Ispin's teachings, Moricarn made her way to Vogler. The Kingfisher Festival would not only be a commemoration of her friend's life but also a crossroads where her past and present converged. Among the guests who gathered to celebrate Ispin's memory, Moricarn would find new allies, kindred spirits, and perhaps the beginning of a new chapter in her journey.

Personality

Moricarn's curiosity knows no bounds. She possesses an insatiable thirst for knowledge, an attribute that's driven her to embrace the arcane arts and explore the mysteries of the world. This curiosity can sometimes manifest as impulsive decisions, driven by an eagerness to unravel the secrets that pique her interest.

Her years of exile and encounters with different cultures have made Moricarn slow to trust others. She approaches new acquaintances with a cautious demeanor, often observing and assessing before revealing her true self. Those who earn her trust find a loyal and steadfast companion who is willing to go to great lengths to protect and support them.

A blend of warrior instincts and arcane mastery makes her a pragmatic problem solver, both on and off the battlefield. Her history as an outcast fuels her empathy for marginalized individuals, inspiring her to challenge injustice and offer aid where needed. She, however, prioritises the growth of her own power whenever possible, for to reshape the world she must grow stronger herself and reach her potential: indeed, her alignment with Nuitari embodies her commitment to a renaissance for elven society, a journey she embraces with fierce determination. Her complexity emerges from a blend of curiosity, a thirst for knowledge, and an unyielding dedication for forging a brighter future.

Description

Moricarn stands at a modest height of 4'11", her lithe figure exuding an air of both grace and determination. Her pale skin holds an ethereal quality, the canvas upon which the shadows of her tumultuous past are subtly etched. Her eyes, a mesmerizing shade of green, seem to hold an ever-curious glint, a reflection of the inquisitive spirit that drives her. Within those eyes, some swear they can glimpse echoes of her life.

Silver-white hair cascades in untamed waves around her shoulders, its otherworldly hue a stark contrast to her surroundings. Each strand carries a hint of both defiance and resilience, a physical embodiment of her journey from exile to empowerment. Her features bear the grace of her Kagonesti heritage, accentuated by the soft curve of her elven ears that peek through her silver locks.

Draped in black robes that reflect her affiliation with Nuitari's power, Moricarn carries an aura of both mystery and purpose. A subtle blend of a warrior's bearing and a scholar's focus is evident in her posture, a testament to her duality as a black-robed wizard with a history rooted in the wilds. At her side, her companion Tek, the owl that defies the natural order, perches with an air of quiet understanding, a living symbol of their extraordinary bond.

Traits
Personality Trait

I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals

Freedom. We must cast away the shackles of rigid, inflexible tradition for each of us to reach our potential and stand the test of time. (Chaotic)

Bonds

Though they exiled me, I love my kin, and wish to show them another way.

Tek has been a faithful companion that has shown me the way. We two share an unimaginably close bond.

Flaws

Shorter-lived races are unfamiliar to me; to me they typically feel brash, arrogant, and impatient. I easily come off as haughty and arrogant in turn.

I do not like to rely on others. I prefer to accomplish my goals under my own power if I can, as I often find it hard to trust others' help.

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

Moricarn Cursewielder (CN Wood Elf Wizard of Nuitari)image.jpeg.32d03690e676182b63c251ce4db35453.jpeg


AC: 14 | HP: 8/8 | HD: 1d6 | Init: +4 | PP: 11 | CantripsCreate Bonfire
Mold Earth
Minor Illusion
Green-Flame Blade
| Slots1st: OO
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:
| Prepared (6)1 (level) + 3 (Int) + 2 (Initiate of High Sorcery) = 6

Mage Armor
Detect Magic
Shield
Sleep
Hex (Initiate)
False Life (Initiate)
| ResourcesArcane Recovery: O
Hex (free): O
False Life (free): O
| AbilitiesRitual Casting: Find Familiar, Unseen Servant | Conc: none | Notes


 

 

 


 
Edited by Eldariel (see edit history)
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  • 5 months later...

Updated to level 2, gaining:

- Performance proficiency

- Light armor proficiency

- Simple melee weapon (whip) proficiency

- Bladesong (2/LR)

- +5 (level) +2 (Con) HP

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