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Kythera Syras, Shadow Wizard


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Kythera Syras

Estranged Acolyte of the Darkness Within

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"The Brightest Flame Casts the Darkest Shadows"

 

CLERIC 1 / WIZARD 4

Medium humanoid female (human), neutral good


Armor Class 16

Hit Points 29
Speed 30' ft.


Senses darkvision 180', not impeded by magical darkness, passive perception 14

Languages common, undercommon

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 10 (+0)
Save +0
Athletics +0


Dexterity 12 (+1) 
Save +1 
Acrobatics +1 | Sleight of Hand +1 | Stealth +4


Constitution 13 (+1)
Save +1
No skills associated.


Intelligence 18 (+4)
Save +7 
Arcana +7 | History +4 | Investigation +4 | Nature +4 | Religion +4


Wisdom 13 (+1)
Save +4 
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +4 | Survival +1


Charisma 10 (+0) 
Save +0
Deception +3 | Intimidation +0 | Performance +0 | Persuasion +0

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools forgery kit
  • Instruments none
  • Weapons simple weapons
  • Armors medium armor, shields

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Shadow) | Shadow ShieldStarting at 2nd level, you can instantly create a tangled mass of shadows that make you harder to hit. You can use your reaction to conjure a shadowy aura that negates one hit by an attack that targets you. Once you use this feature, you can't do so again until you finish a short or long rest.


CLERIC CLASS ABILITIES
Darkness DomainDarkness Domain Spells
Cleric Level
1st Fog Cloud, Sleep
3rd Darkness, Darkvision
5th Fear, Nondetection
7th Greater Invisibility, Phantasmal Killer
9th Dream, Mislead

Dark Sight. Starting at 1st level, you gain darkvision 60 ft. and magical darkness doesn’t impede your sight. If you already have darkvision, its range increases by 60 ft.
 | Cloak of DarknessStarting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight or tremorsense, or can see through illusions, as with truesight. Once you use this feature, you can’t use it again until you finish a short or long rest


RACIAL TRAITS
Darkvision | +2 Int | One Feat


FEATS
Eldritch Adept - Misty Visions | Fey Touched

 

ACTIONS

WEAPONS

  • Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60)

AT-WILL COMBAT SPELLS

  • Chill Touch 120' +8 to hit for 2d8 necrotic damage and can't regain HP until start of my next turn
  • Mind Sliver 60' DC16 Int save or 2d6 psychic damage and subtract 1d4 from next save before end of my next turn
  • Minor Illusion 30', 5' cube image of object, or sound from whisper to scream
  • Silent Image (Concentration) 60', 15' cube image of object, creature or phenomenon. Action to move within range.

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 2 + Domain
  • Wizard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 8

CANTRIPS (Cleric)

Guidance (C)Divination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending | LightEvocation cantrip

Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


CANTRIPS (Wizard)

Chill TouchNecromancy cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
| Mind SliverEnchantment cantrip

Casting 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.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
| Minor IllusionIllusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


FIRST LEVEL (Cleric)

Fog Cloud1st-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
| Sleep1st-level enchantment

Casting 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
| Healing Word (B)1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
 | Bless (C)1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


FIRST LEVEL (Wizard)

Shield (R)1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
| Absorb Elements (R)1st-level abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
| Disguise Self1st-level illusion

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Hideous Laughter (C)1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
| Dissonant Whispers* 1/LR1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
| Silent Image (C) (at-will)**1st-level illusion

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.


SECOND LEVEL (Wizard)

Invisibility (C)2nd-level illusion

Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
| Mirror Image2nd-level illusion

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
| Web (C)2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
| Blindness/Deafness2nd-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
| Misty Step (B)* 1/LR2nd-level conjuration

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

* Fey Touched spell. / ** Eldritch Adept spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Detect Magic (rit)1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| Comprehend Languages (rit)1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
| Identify (rit)1st-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
| Find Familiar (rit)1st-level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (rit) Ritual

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (75.26 lbs.)

  • Weight: 75.26 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.26 lbs.)

Copper: 10 | Silver: 10 | Gold: 93 | Obsidian: 0 | Platinum: 0

(113 Coins x .02 lbs. = 2.26 lbs. Total Weight)


EQUIPMENT READIED (29 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (26 lbs.) Chain Shirt 20 lbs., Shield 6 lbs.
  • Weapons (1 lbs.) Dagger - 1 lb. 
  • Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. | Amulet of the Devout* | Crystal Vial with Tears (300gp)

EQUIPMENT STORED (44 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (24 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen |  Rations x 5 - 10 lbs. | Forgery Kit (15gp) 5 lbs. |  Find Familiar Spell Components (50gp) | Pearl (100gp)
  • Strapped to Backpack (20 lbs.) Waterskin - 5 lbs. | Silk Rope - 5 lbs. | Bedroll & Blanket - 10 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home normal house stuff that wouldn't be helpful for adventuring

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

+1 Amulet of the Devout (silver chain with a small dark energy crystal)

Illuminator's TattooProduced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
(65gp)

 

APPEARANCE

Age 23 | Height 5' 8" | Weight 140 lbs. | Hair Light Grey| Eyes Dark Grey | Complexion Pale


She is tall and thin, with light gray hair, dark gray eyes and pale skin. She dresses in dark clothes with ornaments representing the God of Light and Dark, but she doesn't look like a shadow or ghost. She usually has a smirk or even a full smile on her face, enjoying pranks and jokes. 

She can see the humor in most situations. While she shares her family's distrust of the Shining Light, she does not share their bitterness and depression. She is quick with a joke or prank, but just as quick to lend a helping hand. She sometimes enjoys telling outlandish stories just to see someone's reaction. She loves to use her abilities to deceive and misdirect others, finding it entertaining to mislead people even if there is no purpose. While she doesn't do it maliciously, she sometimes  cannot help herself.

 

BACKGROUND

ACOLYTE
Source PHB


  • Personality Traits: Nothing can shake my optimistic attitude. I have little practical experience dealing with people in the outside world.
  • Ideals: Existence requires balance. Darkness soothes the light, and light will always return after the darkness. Material goods come and go, while bonds of friendship last forever.
  • Bonds: We cannot let either the Inquisition or the Dark Star return. There must be a balance of light and dark, and we are still too far in the light. I will someday get revenge on the corrupt temple hierarchy who branded my family heretics. 
  • Flaws: I'm convinced that no one could ever fool me the way I fool others.

Background Feature: Shelter the Faithful


BACKSTORY

Kythera was born into the fallen House Syras. Syras was a minor noble family in Onadbyr dedicated to the Darkness Within. The family was ousted by clerics of the Light and Darkness several generations ago. Most of the family was killed while only a few survived and found refuge in the Blackwood Valleyp52 This valley is hidden among the hills and the forest and has been here since ancient times. The borders between the Shadowrealm and the Material Plane are thin, and the valley is covered in continuous shadow. These extraordinary circumstances allow for a particular type of tree called blackwood to grow here. These trees have pitch-black bark that absorbs sound, making the valley an eerie place to visit. From time to time, a shadow or two slips through and lairs here. Only a few know of the existence of this valley, and even fewer have actually traveled here to collect the bark, mainly small troops of lumberjacks accom- panied by a druid. Once harvested, the bark of the blackwood needs to be treated with a barkskin spell on the spot. Otherwise, it loses its unique quality., dedicating themselves to fighting the Shining Light. According to the history she learned from her parents, the family was framed by the priests who wanted to steal their land and their wealth. Her family dedicated themselves to bringing back the Darkness Within to counter the evil of the zealous disciples of the Light and Dark who were falling back to the ways of Shining Light. Some in her family want to bring complete darkness to the land and banish all light. Kythira is not one of them. She would prefer to see balance, but thinks we are just too far in the light right now. She does not see current priests of the Light and Dark as evil, just misguided. But she will not trust them. 

She spent her childhood in the shadows of the Blackwood Valley, close to the Shadowfell. She was raised in a small, family temple of the Darkness Within, studying the texts and learning the magic of darkness and shadow. She fully accepts the teaching of her family that the Light is still too strong and that the world needs the peace that would come with more darkness. But she does not accept her family's despair that nothing can be done. She refuses to hide in the shadow instead of trying to help the world. While most of her family is reserved, sullen and paranoid, Kythera is optimistic and outgoing. 

When she rebelled against the teachings of the temple, she was asked to leave. At 16, she argued that the complete darkness of the Dark Star was just as bad as the Shining Light. It was blasphemy to her family so she was banished. She left the Blackwood Valley and made her way back to her family's ancestral home of Onadbyr, but she doesn't know where their old home is, or if it still stands. Kythera still wears a sigil ring for her house, but no one else knows about her family, since its history was erased soon after it was purged. 

Once in Onadbyr, she found a small apartment behind Arno's Ancient Tomes, where she spends most of her free time reading old texts, especially ones about the time of the Shining Light. She loves reading the stories of Arlen the Constructor, someone she had heard very little about in her cloistered upbringing. She has not been able to find any information about the downfall of her family. Perhaps it was all a lie. Perhaps her family was the Zephran family of Zephran's ruins. The timing was right, and her signet ring doesn't have a name, only a crest.

It was at Arlo's that she met Xeno, the young priest from the Temple of Light and Dark. They have had many spirited discussions about the proper balance of light and dark, and while they don't agree with the other's point of view, they have started to become friends. She still doesn't trust him completely, though, and is very distrustful of any other priests of Light and Dark.

She originally found work at The Wanderer's Cartographer, where she looked up to Rikka Stam and her illusions. Kythera was not good with maps, but was great with contracts, able to copy signatures exactly and create false contracts if needed. Rikka started to suspect that Kythera was changing some of her contracts, and fired her, knowing that would be bad for business. Kythera wasn't really trying to do anything devious, she just enjoyed changing contracts and watching what customers did when they found out they had agreed to pay twice as much as they thought they had.

After she was fired, Kythera then tried working as a mercenary for Black Flag Mercenary Company. She was assigned a job with Tempest but found him too reckless. The job was a complete failure, rest of the crew was killed, and he blamed her for the failure. Trazz believed Tempest and fired Kythera.

So she decided to set out on her own, gathering some of her friends and forming a new mercenary company.

 

 

NPCs

spacer.pngArlo Hawkspear - Owner of Arlo's Ancient Tomes. This is where Kythera spends most of her free time and where she met Xeno from the local church of the God of Light and Dark. Arlo does not like small talk, but gets excited when talking about history.

 

 

 

 

 

spacer.pngXeno - Priest from the Temple of Light and Dark. The two of them spend hours discussing books and philosophy at Arlo's Ancient Books. Because of her upbringing in the church of the Darkness Within, Kythera believes that the church of Light and Dark is trying to bring back the Shining Light. Xeno has tried to convince her otherwise but she still isn't sure. She thinks maybe he is being deceived by the leaders of his church. Xeno is kind and competent, and has a crush on Kythera, but would not betray his Church for her.

 

 

 

 

 

spacer.pngRikka Stam - Illusionist and owner of The Wanderer's Cartographer. She hired Kythera when she first arrived in Onadbyr. Kythira worked transcribing maps, but wasn't great at it, so she more helped with the contracts. When Rikka caught her forging contracts, she fired Kythera. Kythera regrets her indiscretion and wishes she still worked there. She looked up to Rikka and learned a lot about illusions while she was there. Rikka is kind and would still talk to Kythera as a friend and former colleague, and would help her with new illusions, but wouldn't trust her with her business again.

 

 

 

 

spacer.pngVincent Syras - Kythera's older brother, a cruel petty man who never treated Kythera well. When she was banished, he followed her to Onadbyr to make sure she didn't betray the family. While Kythera would never give away her family's secrets, Vincent doesn't believe that. She does not know he is here. He is not happy that she has been spending so much time with Xeno.

Edited by BobtheWizard (see edit history)
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PC

Kythera Syras Human Cleric 1 / Wizard 4spacer.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 16 (chain shirt and shield) | HP: 29/29 | Initiative: +1 | Passive Perception: 14 | FeaturesDarkvision, magical 180'
Spell Slots, 1st: 4 /4 LR
2nd: 3 /3 LR
3rd: 2 /2 LR
Diss. Whisper 1 /1 LR
Misty Step 1 /1 LR
Shadow Shield 1 /1 SR (Rx)
Cloak of Darkness 1 /1 SR (BA)
Arcane Recovery 1 /1 LR
DM Inspiration: 1
Death Saves: 0 S / 0 F
Conditions:


Kythera shows the stuffy merchant the map. When she unrolls it, she watches and he gasps at its beauty and detail. 

“Do you like it?” she asks, knowing the answer. Rikka does fantastic work with her maps, better than anything Kythera has been able to make.

The man replies, smiling, “I love it. It’s perfect. Exactly how Ms. Stam described.”

“Great! That will be 40 gold pieces.”

“40? We agreed to 20gp,” the merchant replies, more confused than angry.

“Hmm. Let me check."

She shows him the perfectly forged contract, everything the same as the original, including the signatures, except the amount is double what he really signed.

"No, the contract clearly states forty pieces of gold. That’s your signature right there, no?”

The man looks confused and is just about to pay the forged amount when Rikka walks in. She assesses the situation and scowls at Kythera. Kythera blushes, I was so close. He was just about to pay us more than he agreed to. But even without Rikka saying anything, she can tell that Rikka will not allow her to continue the charade. She apologizes to the man, and quickly finishes the transaction.

“I was just having some fun. You are correct, sir. It’s 20 gold.”

The man pays the correct bill, still a little unsure of what just happened, but Rikka doesn’t seem satisfied. She apologizes to the man, and as she sees him out, lets him know that her assistant will be dealt with.

Mechanics

Main Hand: Empty
Off Hand: Empty


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 BobtheWizard (see edit history)
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@bwatford Kythera is ready mechanically. I don't normally mutliclass my wizards. I think you usually are better off taking those 3-4 points from Wisdom and putting them in Dex or Con, and not falling behind a level, but the Darkness domain just fit her too well.

Edited by BobtheWizard (see edit history)
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3 hours ago, BobtheWizard said:

@bwatford Kythera is ready mechanically. I don't normally mutliclass my wizards. I think you usually are better off taking those 3-4 points from Wisdom and putting them in Dex or Con, and not falling behind a level, but the Darkness domain just fit her too well.

Marked Kythera as completed, another solid application.

Good luck in final selection.

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On 8/7/2023 at 5:01 PM, TheRaconteur said:

If we both get selected, we should do some tie ins with the Black Flag, as we've both taken work from Trazz.

That would be great. I love your picture.

I didn't mean to make connections with other applicants in my background, but there's one from my same childhood home in the Blackwood Valley, and a cleric of the Temple of Light and Dark. All sorts of possible connections.

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