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Eandri Venos - Black Hound of the Shahim


TheRaconteur

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Eandri Venos
Black Hound of the Shahim

image.png.8b3f590567c5e6e2142a7e6c32bfb8d9.png

 

SORCERER (Shadow) 2/WARLOCK (Hexblade) 2

Medium humanoid female (Half-Elf), Lawful Neutral


checked-shield.svg | Armor Class
health-normal.svg | Hit Points
walking-boot.svg | Speed
16
32
30' ft.
  eye, eyes, see, view, watch, show | Senses:
dictionary, foreign, international, language, translate, translation, translator | Languages:
clever, game, increase, intelligent, ui, wisdom | Proficiency Bonus:
Darkvision 120 ft., Passive Perception 11
Common, Elvish, Undercommon
+2

 

ABILITIES & SKILLS 

strong.svg | Strength 15 (+2)
Save +2
Athletics +2


body-balance.svg | Dexterity 10 (+0) 
Save +0
Acrobatics +0 | Sleight of Hand +0 | Stealth +0 (D)


caduceus.svg | Constitution 16 (+3)
Save +5
No skills associated.


read.svg | Intelligence 10 (+0)
Save -1
Arcana +2 | History +0 | Investigation +2 | Nature +0 | Religion +0


meditation.svg | Wisdom 08 (-1)
Save -1
Animal Handling -1 | Insight -1 | Medicine -1 | Perception +1 | Survival -1


aura.svg | Charisma 19 (+4) 
Save +6
Deception +6Intimidation +6 | Performance +4 | Persuasion +4

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools: Playing Card Set, Vehicles (Land)
  • Instruments: None
  • Weapons: Martial Weapons, Simple Weapons
  • Armors: Light Armor, Medium Armor, Shields

RACIAL TRAITS

  • Attribute Increase: +2 Cha, +1 Con, +1 Str
  • Skill Proficiency: Investigation, Perception

SORCERER CLASS ABILITIES

Spellcasting | Sorcerous Origin (Shadow) | Font of Magic | Eyes of the Dark


WARLOCK CLASS ABILITIES

Pact Magic | Otherworldly Patron | Expanded Spell List | Hexblade's Curse | Hex WarriorYou gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. With that weapon, you can use your CHA modifier for the attack and damage rolls until you finish your next long rest. You can also use your CHA modifier for the attack and damage rolls for any of your pact weapons if you have that feature. | Eldritch InvocationsYou learn fragments of forbidden knowledge that imbue you with an abiding magical ability.

Agonizing Blast - PHB110
When you cast eldritch blast, add +4 to the damage it deals on a hit.

Eldritch Mind - TCoE71
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.


FEATS

 

WEAPONS

WEAPONS

  • Empowered FellstaffEmpowered Fellstaff (with 50 gp diamond mounted at the head)

    Once per long rest you may expend a number of your Sorcerer hit dice. Roll them and add Necrotic damage to a Target/Touch Spell.
  • DaggerOnce per long rest you may expend a number of your Sorcerer hit dice. Roll them and add Necrotic damage to a Target/Touch Spell.

 

SPELLS

PACT SLOTS 2/2 (1st)
SPELL SLOTS 3/3 (1st)

  • Spell Save DC: 14
  • Spell Attack Mod: +6

CANTRIPS

Booming BladeEvocation

Casting Time: 1 action
Range/Area: Self/5ft.
Components: S, M(a melee weapon worth at least 1 sp)
Duration: 1 round
Source: SCAG, pg. 142

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 then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).



Control FlamesTransmutation

Casting Time: 1 action
Range/Area: 60ft./5ft.
Components: S
Duration: Instantaneous
Source: EE, pg. 152

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.
 |
Eldritch BlastEvocation
Casting Time: 1 action
Range: 120 ft.
Duration: Instant
Components: V, S
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
 | MendingTransmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M(two lodestones)
Duration: Instantaneous
Source: PHB, pg. 259

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
 | MessageTransmutation
Casting Time: 1 action
Range: 120 ft.
Duration: 1 round
Components: V, S, M (a short piece of copper wire)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | PrestidigitationTransmutation
Casting Time: 1 action
Range: 10 ft.
Duration: 1 hour
Components: V, S
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.[/LIST]

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

Absorb ElementsAbjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
Source: EE, pg. 150

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.
 (R) | Armor of AgathysAbjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M(a cup of water)
Duration: 1 hour
Source: PHB, pg. 215

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
 | Chromatic OrbEvocation

Casting Time: 1 action
Range/Area: 90ft.
Components: V, S, M(a diamond worth at least 50 gp)
Duration: Instantaneous
Source: PHB, pg. 221

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
| Feather FallTransmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: V, M(a small feather or piece of down)
Duration: 1 minute
Source: PHB, pg. 239

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
(R) | HexEnchantment
Casting Time: 1 bonus action
Range: 90 ft.
Duration: Con, 1 hour
Components: V, S, M (petrified eye of newt)
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.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
(C) | ShieldAbjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
Source: PHB, pg. 275

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.
 (R)


SECOND LEVEL

 


THIRD LEVEL

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (A) Denotes Aberrant Mind spell / (F) Denotes Feat spell

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBRANCE (146.46 lbs.)

  • Weight: 225 lbs. / 450 lbs. max.
  • Status: Unencumbered
  • Penalty: None

cash.svg | MONEY POUCH (2.00 lbs.)

Copper: 0 | Silver: 5 | Gold: 68 | Platinum: 

( Coins x .02 lbs. = 1.46 lbs. Total Weight)


GEAR () ITEMS
  • breastplate.svg | Armor (51 lbs.) 
    - Scale Mail
    - Shield
  • crossed-swords.svg | Weapons (5 lbs.) 
    - Empowered FellstaffEmpowered Fellstaff (with 50 gp diamond mounted at the head)

    Once per long rest you may expend a number of your Sorcerer hit dice. Roll them and add Necrotic damage to a Target/Touch Spell.

    - Dagger

backpack.svg | Items (0 lbs.) 
- Traveler's Clothes
- Fine Clothes
- Bedroll
- Mess Kit
- Playing Card Set
- Rations x5
- Rope (50 ft. Hemp)
- Tent, Two-Person
- Tinderbox
- Torch x10
- Waterskin
- Insignia



 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

  • Empowered FellstaffEmpowered Fellstaff (with 50 gp diamond mounted at the head)
  •  
  • Once per long rest you may expend a number of your Sorcerer hit dice. Roll them and add Necrotic damage to a Target/Touch Spell.

ATTUNED (1/3)

 | |

 

APPEARANCE

Age 36 | Height 5'8" | Weight 179 lbs. | Hair Dark Brown| Eyes Hazel | Complexion Fair


For any born and raised outside of Emprin, Eandri possesses many notable features. Her dark ringlets of hair are extraordinarily thick and curly, framing high cheekbones so sharp as to be able to cut glass, and piercing hazel eyes. Her father's heritage is visible at the tips of her pointed ears where they peak out through her hair, giving away her Half-Elven blood. Her shoulders are broad, suggesting a sturdy frame, though it is difficult to gather the full measure of her beneath the long coats of Emprin cut and style she usually favors. Though it might disguise her musculature, it cannot hide the scale-mail she frequently wears, interlocking plates dyed such a dark purple as to be almost black.

For any born within Emprin, however, the first and most notable thing about Eandri is the staff she wields. More cane than staff, it is constructed of a dark purple wood with a metal core, with a long collar and handle of shaped steel crowned by a diamond. The whispers and rumors that surround such implements are near infinite, and almost none know the full truth of it. Rebels to the Crown, some secretive military unit, a foreign invader? Few citizens of Emprin know the truth, and most are smart enough to not go looking for answers.

 

BACKGROUND

Soldier
Source PHB


  • Personality Traits: "You've spent you lifetime mastering every path of magic, Wizard. I've spent mine devoted to but one."A distinct weapon serves as an emblem of who I am, my Fellstaff.
    I am always polite and respectful, especially with my enemies.
  • Ideals: "We are all pawns, yes. The only choice we have is which puppet master we will dance to."Sanctuary. I know the forces at work in the world and strive to create islands apart from them.
  • Bonds: "The Shahim raised me, empowered me with magic, what cause have I to question them?"I serve as a Magehunter of the Shahim, sworn agent of the Emprin
  • Flaws: "And yet? Question them I do."Jandris Kallith, once beloved leader of the Shahim, has become a monster. One day, I will kill him.

Background Feature: Military RankYou have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


BACKSTORY

Colloquially referred to as the "Black Hounds of the Shahim," or just "the Black Hounds," the Shahim are one of the many military unites that are responsible for enforcing the will of the Emprin Monarchy. They are not the most respected, nor the even the most feared of the Crown's agents, for most of the holy work of the Crown is done in the light of day. The Shahim work in the black of night, and none know the truth of their labors.

That is, unless one is a Mage.

The Shahim are Mage Hunters, a unit of specialists who focus their efforts on removing practitioners of the Arcane (most especially Wizards) who find themselves at odds with the will of the Crown. They are commanded by the Old Hound Jandris Kallith, the wielder of the Staff of Kriss, an ancient artifact forged deep within the depths of the Shadowfell. Through the power of the Staff, Jandris empowers his agents, granting them lesser versions of the artifact that are known as Fellstaves. These weapons grant Jandri's agents mastery of shadow, allowing them to summon shadows in the shape of tireless black hounds in the pursuit of their quarry.

Eandri was born to the Harbor Ward of Emprin, the second daughter to the second son of a merchant clan of middling wealth and reach. She had what many would consider a happy childhood with Emprin, as her family were all loyalists to the Crown, and had little enough to fear from the Royal Inquisitors. Yet as she grew, she found herself wanting more than the relative obscurity her life appeared to be leading her towards. She frequently spent her days helping her family at the docks, and in doing so rubbed shoulders with a great many people of a great many lands. While these outside perspectives did not shake her faith or loyalty to the Monarchy, they planted within her an awareness of the existence of other points of view that most Emprin lack. She was 25, when Jandris Kallith found her. One of the gifts of the Staff of Kriss was to find those with natural talent, those who were suited to the wielding of magic. While Eandri had no magic to call her own, she had the potential. The Old Hound made his offer, and wanting more, Eandri took it. Her family, good patriots that they were, were only too happy to see the second child of a second child thrive.

None understood what it was that they were saying yes too.

That was 11 years ago, and now Eandri has come into her own. She wields her own Fellstaff, and commands the magic of shadow through it. Though she is not yet strong enough to summon her own Fellhound, she knows that she possesses the talent. Her handlers know she does too, and expert her to do well among their ranks. First though, she needs more real world experience. Thus, her handlers have sent her out into the wider world. She already had a grasp of it from her youth, more experience with foreign minds than most Emprins. It did not shake her loyalty to the Crown then, surely it won't now?

Yet she has witnessed the darkness at the heart of Emprin, the lengths that the Shahim go to in order to maintain control. There are more shadows in her heart than those bound there by the Staff of Kriss.

For Eandri, the wider world if full of questions to which she does not have the answer.

 

 

Edited by TheRaconteur (see edit history)
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