D&D Profiles - Nocturne of Duskwood

Character Backstory
Nocturne was born in raised in an isolated village of Duskwood, a village hidden deep in the Darkroot Forest founded by tieflings that wished to escape their race's hated reputation and live in peace. Nocturne learned how to use medicinal herbs from his mother Lunia, and learned self defense and history from his father Umbran. Nocturne was a kindhearted young tiefling that spent everyday exploring the woods around his home. Life was simple until on day a cult lead by an evil warlock came to the village with an pack of werewolves at his command and rounded up everyone up to perform some sort of ritual to his patron. Nocturne escaped capture by virtue of exploring the woods that day and not being in the village at the time. He returned just in time to witness the ritual. He cannot remember what happened next all he knows it that after it was over. Everyone in the village had been reduced to singed skeletons and the cult was nowhere to be found. Nocturne was the sole survivor of his village.

Nocturne spent several years living alone in the ruins of his village living off the land. He had buried the remains of the other villagers in makeshift graves and did his best to give them the rites they deserved. Every night Nocturne was plagued by nightmares of a giant eye looking down on him from a blood red sky while the world around him was overrun by unspeakable beasts. To curb the nightmares he began drinking all the ale he could find in the abandoned homes around the village and when he could not find anymore he began concocting brews that would numb his mind and make him forget himself for a time. He was lonely and was beginning to wonder what world laid beyond his village, but could not bring himself to leave feeling he was bound here by the burden of watching over his village's husk.

Everything changed one day while Nocturne was foraging in the woods. He found himself drawn into a deep, dark part of the wood, deeper then he had ever been. There he found a white birch tree being bathed in sunbeams contrasting the deep darkness around it. Nocturne then felt compelled to lay under the tree. Upon doing so he suddenly felt extremely tired and fell asleep. When Nocturne awoke he found himself in an ethereal wood. The trees were pure white and glowing, the ground was covered in sparkling clear water, and the sky was illuminated with a brilliant white moon. A pure white wolf was sitting before him that turned and began walking away. Nocturne felt this wolf wanted to lead him to someone so he followed.

Nocturne followed the wolf deep into the surreal, dreamlike forest. Eventually they came to a towering tree bigger then any other in the wood. Beneath it sat a lean, towering woman with pale white skin, long white hair, and piercing white eyes. "Hello child, I am Flora, the Moonlight Maiden and I have called you to my wood to give you a chance to ease your burden." The women said in an echoing, but motherly voice. Nocturne stood in awed silence. He had never seen a woman so beautiful and comforting to be around. She reminded him of his dearly departed mother. "I know of the hardships you faced, of the perversions that used your peaceful village for there own twisted ends, of the horrors that infect your mind and try to drive you mad. I want to help you, to grant you the power to rid yourself of horrors that plague your mind, and to give your life purpose once again."

Nocturne didn't know what to say. All that he knew was that he wanted to find retribution for his village and perhaps this mysterious maiden could help him. So he walked closed to his gentle giant beauty and knelled in prayer before her. "Swear that you shall always bring light where there was once only darkness, to slay those you pervert the power of the moon for evil purposes, and to fight dark unfathomable powers that threaten the good people of the world. Devote yourself to these causes and I will always be at your side" Flora placed a hand on Nocturne's head and suddenly his sight was bathed in a brilliant white light. He had found a new calling he would do this maiden's bidding and bring light to the world and cast darkness out of it.

Nocturne awakened beneath the white birch tree in the material realm to find he was now surrounded by many men and women. Near him was an elderly bugbear warlock looking him right in the eye. The bugbear had one strange white eye similar to the maiden he had saw in your dream. "It is a pleasure to meet you Nocturne of Duskwood, I am Ordis a lost soul found by the Moonlight Maiden and now you are as well." He pulled out a mirror and showed Nocturne his face and he noticed one of his own eyes had changed color to that of the woman. "Come child, there is much you must learn before you are ready to venture into the world and spread our dear patron's light. You have nothing left to gain from staying in this wood." The bugbear offered his hand to Nocturne and with new sense of purpose left Duskwood with the bugbear and the rest of his group.

Nocturne came to learn that the group that had found him with were known as the Moonlight Hunters, a collection of rangers, druids, fighters, and warlocks that had devoted themselves to the cause of the Moonlight Maiden, a celestial being that sought the annihilation of evil beings that abused the light of the moon and/or sought to bring darkness into the world. Nocturne had also learned that the cult that had used his village as sacrifices were the Eyes of The Dark One, an evil order of clerics, warlocks, wizards, and werewolves that sought to summon their evil patron unto the material plain to gain dark, unfathomable knowledge to become all powerful beings. The Eyes of The Dark One are the arch enemies of the Moonlight Hunters who seek ancient knowledge of forgotten heroes of light to fight against the evil the Eyes wish to bring into the world.

Nocturne traveled with the Moonlight Hunters for a time taking in the outside world for the first time in his life and learning how to control his new holy powers he received from the Moonlight Maiden. Ordis proved to be a wonderful teacher who Nocturne grew very close to. Eventually, Orbis encouraged Nocturne to go on his own to seek knowledge that might help him find the members of Eyes of the Dark One that attacked his village and finally bring retribution to all who had been killed, his parents especially. So Nocturne bid Orbis and the rest of the Moonlight Hunters farewell and went out on his own.

Since his departure, Nocturne had been kidnapped by Drow Elves and taken deep into the Underdark. With the help of many strange adventurers, including a half-insane gnome barbarian, a happy go lucky aasimar cleric, a badass ten year old paladin, and a dangerously beautiful drow elf sorceress that may or may not have done unspeakable things to Nocturne to please a sex obsessed Great Old One, Nocturne escaped the Underdark. Currently, Nocturne is lost in jungles of Chult on a quest to end the death curse that is afflicting anyone raised from the death to wither and die permanently. Nocturne has seen a lot of strange things on his adventures, but his adventure is far from over.

Character Traits and Relationships

Personality: Nocturne is always eager to meet new people and explore the world around him. He will always help any in need that he sees even if they are not likely to help him back. Despite his desire to meet new people he is very shy and often struggles to make the first move.
Ideals: Nocturne believes that gaining knowledge and spreading it to others is the best means of making the world a better place. He is however aware that some knowledge is best left forgotten and if he feels a piece of knowledge would cause more harm then good he will destroy it.
Bonds: He is seeking knowledge of ancient magic on the behalf of his patron and her followers to defeat the Eyes of the Dark One. He is motivated mostly by the desire to do the right thing, but is also hoping to find the particular cultists responsible for the destruction of his village.
Flaws: Nocturne can be nice to fault and will allow people to walk all over him to his breaking point. He is also plagued by occasional nightmares that he will numb throw drinking and drugs. He deeply fears the dark and hates any kind of Lycanthrope particularly werewolves. An interesting encounter in the Underdark has also instilled in him a deep fear of small rodents.
Relationships: Was close to many people in his village of Duskwood before the cult killed them all. After joining the Moonlight Hunters and being a warlock in the service of Flora, The Moonlight Maiden he developed a sense of brotherhood with his fellow hunters and a deep love and reverance to his patron Flora, whom he sees as a motherly figure. His bugbear mentor Orbis is the one he was closest too. The two even sharing an intimate relationship with each other. He misses Orbis dearly, but knows he sent him off to adventure for his own good. Still Nocturne wishes to see him again one day.

General Information
Race: Tiefling
Age: 20 years old
Height: 5'10 ft.
Weight: 290 lbs.
Hair: Black
Eyes: Left Eye White, Right Eye Red
Skin: Gray
Class and Level: Warlock Lv5
Background: Hermit
Alignment: Chaotic Good
Experience: 6500 pts.

Racial Traits

Darkvision: You can see in the dark up to 60 ft in black and white.
Hellish Resistance: Gain resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell, once per long rest. Once you reach 5th level, you can also cast the Darkness spell, once per long rest. Charisma is your spellcasting ability for these spells.

Ability Scores
Strength: 8 (-1)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 11 (0)
Wisdom: 12 (+1)
Charisma: 19 (+4)

Saving Throws
Strength: 0 modified, -1 unmodified
Dexterity: +2 modified, +1 unmodified
Constitution: +3 modified, +2 unmodified
Intelligence: +1 modified, 0 unmodified
Wisdom: +5 modified, +4 unmodified
Charisma: +8 modified, +7 unmodified

Skills
Acrobatics: +1
Animal Handling: +1
Arcana: +3, proficient
Athletics: -1
Deception: +4
History: 0
Insight: +1
Intimidation: +7, proficient
Investigation: 0
Medicine: +4, proficient
Nature: 0
Perception: +1
Performance: +4
Persuasion: +4
Religion: +3, proficient
Sleight of Hand: +1
Stealth: +1
Survival: +1

Passive Perception: 11

Proficiencies
Weapons: Simple Weapons
Armor: Light Armor
Tools: Herbalism Kit
Languages: Common, Infernal, and Celestial

Combat Stats
Hit Points: 43 pts. modified, 38 pts. unmodified.
Armor Class: 11 unarmored, 16 armored
Initiative: +1
Speed: 30 ft.
Hit Dice: 5d8s

Attacks and Spellcasting

Weapons
Greenfire Mace: +4 Attack, 1d6 bludgeoning damage, +1 fire damage if lit
Light Crossbow: +4 Attack, 1d8 piercing damage

Spells
Spellcasting Ability: Charisma
Spell Save DC: 15
Spell Attack Bonus: +7
Spell Casts Per Day: 2

Cantrips

  • Light: Action, Touch, V, M, 1 hr. 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.
  • Sacred Flame: Action, 60 ft, V, S, Instantaneous. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Eldritch Blast: Action, 120 ft, V, S, Instantaneous. 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.
  • Mage Hand: Action, 30 ft, V, S, 1 min. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
  • Blade Ward: Action, Self, V, S, 1 round. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

1st Level Spells

  • Guiding Bolt: Action, 120 ft, V, S, 1 round. A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 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.
  • Cure Wounds: Action, Touch, V, S, Instantaneous. A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
  • Hex: Bonus Action, 90 ft, V, S, M, Concentration 1 hr. 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 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.
2nd Level Spells
  • Invisibility: Action, Touch, V, S, M, Concentration 1 hr. 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.
  • Misty Step: Bonus Action, Self, V, Instantaneous. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
3rd Level Spells
  • Daylight: Action, 60 ft, V, S, 1 hour. A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm , blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Other Abilities
  • Healing Light: Heal d6 hit points up to 5 times per day. Can use up to 4 casts at once.
  • Timestop: Stop time once per day to gain an extra action.

Items and Equipment

Currently Equipped Weapons and Armor

  • Greenfire Mace: A magical mace that can be ignited with a green flame with an Action. Can be used as a torch and to deal +1 extra fire damage on successful attacks while ignited.
  • Light Crossbow: A standard crossbow used by many adventurers.
  • Glass Staff of Defense: When in your hand gain +1 AC. Has 10 charges. Cast mage armor with 1 charge. Cast shield for 2 charges. Regain 1d6 +4 charges per long rest. If charges reach 0, 1 in 20 chance for the staff to break.
  • Crossbow Bolts: 40 standard crossbow bolts.
  • Anamnesis Aegis: A magical armor made in memory of a fallen adventurer. It has no wiegght and can be donned and removed instantly at will as a Bonus Action. AC:15+Dexterity mod, +1 Hit Point per hit dice, +1 bonus to all saving throws. Once per day stop time for one round and gain an extra action.
  • Arcane Focus: A white birch staff tipped with a white pearl used for spellcasting.
Stored Items and Equipment
  • Studded Leather Armor: Basic light armor used by adventurers.
  • Herbalism Kit: A kit used to concoct and brew potions, tonics, and other things on off days. 
  • Healing Potions: 3 standard healing potions that heal 2d4+2 hit points each.
  • Defender Longsword: A enchanted long sword that can transfer 3 points between attack and damage rolls and/or armor class. Cannot use as Nocturne is not proficient in long swords.
  • A bag of personal items containing a scoll of note and prayers, a winter blanket, common clothes, a flask of dwarven wine, a zircon, and 2 bottles of elven wine.
  • A dungeoneer's pack containing a backpack, crowbar, hammer, 10 pitons, 9 torches, 37 rations, a waterskin, and 12 flash crystals.
  • A coin purse containing 164 gold pieces and 9 silver pieces.


Class Features and Traits

Patron: The Celestial (Flora, The Moonlight Maiden)

Healing Light: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Pact Boon: At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

  • Pact of the Chain: You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
  • Sif, The Moonlight Wolf: The loyal wolf of Flora, the Moonlight Maiden that will answer the call of all those who are loyal to her and her cause.
    • Ability Scores: STR: 12 (+1), DEX: 15 (+2), CON: 12 (+1), INT: 3 (-4), WIS: 12 (+1), CHA: 6 (-2)
    • Combat Stats: Hit Points: 10, Armor Class: 10, Initiative: +2, Speed: 40ft.
    • Attacks: Bite: Attack +4, 5ft, 2d4 + 2 piercing damage. Targets must make an DC STR 11 check or be knocked prone.
    • Skills: Perception +3, Stealth +4. Keen Hearing and Smell: Advantage on Wisdom checks. Pack Tactics: Advantage on attack rolls when 5ft from an ally.
    • Passive Perception: 13
Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

  • Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Beast Speech: You can cast speak with animals at will, without expending a spell slot.
  • Devil's Sight: You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

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