About Brother Shiro Build:
Race Human (variant)
Initiative +1
==DEFENSE==
==OFFENSE==
Melee +3 Dagger (1d4+1) Piercing, Range (20ft/60ft) Special Attacks Chill Touch, +5, (1d8), Necrotic, 240ft
==STATISTICS==
Proficiency bonus +2
==SKILLS==
==FEATS== Spell Sniper
Languages Common (illiterate), Dragonic, Tien ==ABILITIES == Bonus Cantrips At 1st level, you learn the Light and Sacred Flame cantrips. They count as Warlock cantrips for you, but they don't count against your number of cantrips known. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Expanded Spell List The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 1st Cure Wounds, Guiding Bolt Feature All Eyes on You Your accent, mannerism, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attentin into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. Agonizing Blast When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. Misty Visions You can cast Silent Image at will, without expending a spell slot or material components. Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you can spend to fuel this healing. The number of dice in the pool equal 1 + your Warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice form your pool. The maximum number of dice you can spend at once equals your Charisma bonus (minimum of one dice). 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. Otherworldly Patron The Celestial At 1st level, you have struck a bargain with an otherworldly being. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. Spell Slots The Warlock shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. == EQUIPMENT ==
*Studded leather armor (45g)
*Money (17g, 6c) Load 58 lb. Carrying Capacity: Str x15 = 150 lb. ==SPELLS== Spell save DC 13
Cantrips known Chill Touch, Eldritch Blast, Light, Minor Illusion, Sacred Flame
Appearance and personality:
5'2", 110lbs, brother Shiro is of Tian-Min ethnicity, brown-eyed and black-haired, although as his order demands, he keeps his head shaved, only allowing himself a tiny goatee - the length of which is strictly regulated as a badge of rank or achievement in his monastic society, and he is still only a 4th level initiate of the order. Shiro prefers wearing the clothes of his homeland even during his recent travels: a red short-sleeved robe slit at the sides to leave his legs free to move while extending just below his knees, under a red-dyed vest of copper-studded leather. Underneath, Shiro wears a white silk shirt and trousers, a white cloth sash to tie the robe at the belt, and slippers on his feet – knowing he was destined to travel to parts unknown, the order decided he needed to dress appropriately not to bring shame to his brotherhood or the kami he now serves. Ever positive in outlook, Shiro prefers to take live one day at a time and not worry overmuch about the future. What comes is what fate wills, and it is not for him to struggle against the flow. He is ready with his smile and filled with curiosity towards the strange lands he has been sent to. But he would not dream of complaining: if his humble self can be of service to a powerful spirit, it is his duty and pleasure to serve. Background:
Shiro was born in a fishing village in The Oshogen Grasslands, in the Minkai peninsula in Tian Xia. When he was little but a toddler, his family's village was sacked by Yumogu raiders. His parents were among those to fall, with his sisters carried off as prizes by the raiders. The survivors fled east in fear of further attacks, seeking shelter in the mountains. Shiro grew up as in an Irorian monastery in the Kamifushi Mountains in the Ikkaku Peninsula, where several of the villagers, his grandparents among others, had found sanctuary. Like most of the monasteries in the area, it was built near a mineral spring venerated as holy. He excelled in meditative techniques of the order but struggled with the regimen of physical exercises. His cheerful and positive attitude towards life kept him trying, however, and kept the elders mostly pleased about his overall progress. Young Shiro enjoyed trekking the mountains on his free time, taking in the majestic scenery of the mountains, finding peaceful spots to sit in meditation. One day on such a journey, fate itself seemed against him - from stepping onto a hornets' nest that forced him to flee along a different path that he had planned on taking to a rope bridge he was about to cross collapsing due to land eroding under a support to a sudden storm forcing him to hole up in a cavern he found just when he needed it. The cavern held an old fire-pit and some late traveler had had the courtesy of stocking some firewood next to it. After warming himself before the fire he fell sleep to a night of troubled dreams - the firepit was a ritual site and lighting the flame was the first and only step of the ritual of swearing eternal loyalty to a Great Old One - no conscious choice was required, and the alien entity had seen to it the servant it wanted would end up offering himself to it. In the dreams, the entity established contact, subjecting Shirou to a puzzling series of visions that somehow seemed to make sense to him. Upon waking, he knew he had been chosen and granted powers by a powerful spirit, a kami, to server it. He had had no say in the matter but that, according to what he had been taught, was not overly unusual. Thus Shiro, being who he was, decided to make the best of the honor he had been granted and do the best he could at his new role After returning to the monastery, Shiro sought the elders and explained as best he could what had happened to him. The elders at first doubted the wild tale, but after Shiro showed them powers he had not possessed the day before, they accepted the claim - after all, one does not come into power overnight, not unless a spirit has chosen one and given one power for a purpose. Shiro spent months in the monastery, learning to use his newfound powers and trying to find what little he may about the kami who had chosen him among the monastery's library of old scrolls and manuscripts. There was very little to learn, most of the little there was hearsay and speculation, if not pure fantasy or wishful thinking. While he did, he began completing tasks for his new master... tasks, or perhaps tests, for the things didn't seem to serve any practical purpose. To move a certain large rock 3 feet to place it in the middle of a mountain path inside a given timeframe. To write down a short song or poem he had dreamt about, in a language he did not understand, and seal it in a clay jar and bury it in the earth in a particular place. Some months ago, however, his new routine was interrupted by a vision. One morning while meditating on the monastery’s balcony, watching a flock of geese emerging from a low cloud when he was suddenly understood what the kami expected from it. From the flight of the birds, travel. The direction they flew in, west. A cold breeze that sent Shiro’s body shivering told him to seek the northern route to the distant continent of barbarians, to a city perched at the very lips of abyss. Shiro requested an audience with the elders and shared his vision with them. After a lengthy discussion, the old monks determined he was to follow the footsteps of the honored Amatatsu Aganhei, crossing the High Ice. Since it was clear to all one simple monk could never manage such a journey on his own, the brothers made arrangements, giving Shiro money and provisions for the months-long journey. They could not guide him all the way, themselves never having traveled to the distant western lands, but they trusted the kami’s visions would show its servant the way, come the need. Thus on the journey Shiro went. Along the Path of Aganhei with a Tian trade caravan from Hongal to Icestair, from the Realm of the Mammoth Lords south to the Hold of Belken along the Flood Road as part of a traveling band of pilgrims, then from Urgir he headed east through Ustalav along the Sellen Passage, from Ravengro all the way to Kenabres. Ember of the First Flame:
A lofty Lord sitting on his basalt throne in his realm of ash and shadows and fading memories, his soul feeding the flame that grants a semblance of life and comfort to the spirits of the forgotten. Unknown and unknowable as most entities of the Great Beyond, the Ember is a figure of futile war against entropy, the reasons behind his actions unfathomable to mortal mind. Only loosely touched by concepts like time and causality, his moves and plans stretch over countless millennia, their end goals far beyond the mortal agents who are tasked to nudge them along. He communicates with his agents through dreams and waking visions, haunting visions and nightmares that still somehow instill in the dreamer knowledge of what's expected of him, although the reasons for their actions are ever left untold. His signs are a black ring that bleeds red and orange flames, like a lopsided halo around a solar eclipse, and a rough human effigy made from straw or metal wire. |