Background: Sage. Feature: Researcher (if i don't know something, I probably know where that knowledge can be found)
Eldramin has had dealings with the Knights of the Dispatch, mostly off-the-books stuff. His charisma really brings a squad of Vigils together, especially when the Knight leading the squad is relatively new to the rank. He manages to make the most onerous orders sound like a good idea, and as long as the pay is good he doesn't mind playing second-fiddle to the Knight. He is most typically employed by the Dispatchers when a supernatural threat is suspected. More often than not, it isn't some mystical werewolf or somesuch as it is some mundane predator, but when it is something more, his expertise is appreciated.
He was once a simple prospective Vigil who showed promising leadership traits, but a patrol a few years ago went south, and his squad was forced to shelter and regroup inside some old ruins. During the ordeal, a mysterious man wandered into their camp from within the ruins. With a glare, this man caused the Vigils to rise up and attack their Knight. Eldramin resisted the same urge that washed over him. As the Vigils finished killing the Knight, they fell to the ground around the Knight's body and the stranger spoke to him. After some time, they had come to a binding accord, and the man vanished with the Knight's body. The Vigils woke up and the survivors collectively authored a story involving a supernatural creature to absolve themselves of blame. To buy Eldramin's participation, they wrote him the hero's part in their lie and attributed their narrow victory against the beast and survival thereafter to his knowledge and leadership. When the squad returned to their Dispatcher post, the story was suspicious, but was accepted by virtue of no man contradicting another. The stain of the Knight's death on the squad ensured that none involved would rise above their current rank (or lack thereof, in Eldramin's case) for quite some time. Even more suspiciously so, each of the others involved disappeared or left town within weeks of the incident. Among the original group, Eldramin alone remains. His fee is sufficiently high to allow him to remain at a decent standard of living in between infrequent callers at his door, though the calls seem to grow more and more frequent.
After the fated patrol, Eldramin sought supernatural knowledge in libraries, book stores and curio shops as often as he could. He was invited to join the Quiet Cabal and did so gladly in search of more knowledge. Learning is how he spends much of his free time.
What’s one magic item your character would go to great lengths to attain?
DM knows which three I am going for.
What’s one thing your character wants that money can’t buy?
Immortality.
Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
Cephas, a fellow sage and Quiet Cabal member. Cephas is a man two decades senior to Eldramin, but the two became fast friends over late-night Cabal gatherings in the various places the Cabal gathers. Cephas works in a curio shop or library, and has a great deal of knowledge. The two bonded over their perceived superiority to the other Cabal members in terms of power, and in that their individual goals were not at odds (they did not both want to become the best Battlemage, etc.).
How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? Note: This is mainly a flavor choice, but I plan to allow you to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.
Eldramin purchases old texts, curios, and is more willing than many to purchase comforts in terms of lifestyle. He will usually take better food, drink, and sleeping options when presented, though he won't spend foolishly so he can save up for useful items of magical significance.
Appearance:
Eldramin is a tall man, just shy of middle age, with a small-but-increasing amount of premature grey hairs appearing in his otherwise dark brown hair.
He wears common clothes, scale mail, and carries a crossbow slung low from his shoulder, handaxe and daggers on his thighs, and a shield on his back. The only thing that would separate him from your typical arbalester (aside from the contents of his pack) would be the pendant he wears - a withered and clawed hand carved of black garnet.
Traits:
Personality: I'm willing to listen to every side of an argument before making my own judgement.
Ideal: Knowledge is the path to power and domination.
Bond: I sold my soul for knowledge. I hope to do great deeds to win it back.
Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
CLASS ABILITIES: Otherworldly Patron: Fallen Warrior
Tools of the Fallen (Level 1): You gain proficiency in medium armor, shields and any weapons with the versatile property.
Pact Magic: See Spells Eldritch Invocations: See Spells Pact Boon:Pact of the Blade: use action to create magical weapon in my hand. Can use ritual to make any magic weapon into my Pact weapon.
Ability Score Improvement: CHA +2
Veteran's Greeting (Level 6): Starting at level six, your patron gives you the ability to respond to those that would test your presence. When a creature willingly enters your melee range, you may use your reaction to make a weapon attack against that creature. You may use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
FEATS: Warcaster: Advantage (Constitution saves to maintain concentration); can perform somatic components with weapons/shield in hands; when enemy movement provokes AoO, can cast spell as reaction.
SPELLS:
SPELLS: Slots: 2/2
Slot Level: 2nd
Spell Attack: 6 = PROF + CHA
Spell Save DC: 14 = 8 + PROF + CHA
Known: Cantrips: Eldritch Blast, Mage Hand, Poison Spray
1st: Arms of Hadar, Hellish Rebuke, Protection From Evil and Good
2nd: Hold Person, Spiritual Weapon
3rd: Vampiric Touch, Gaseous Form
Invocations: Agonizing Blast: Add CHA to damage on Eldritch Blast cantrip
Repelling Blast: When you hit a creature with Eldritch Blast, you can push them away 10ft in a straight line.
Thirsting Blade: You can attack with your Pact Weapon twice instead of once, when using the Attack action on your turn.
Fallen Warrior Expanded Spell List 1: heroism, command
2: branding smite, spiritual weapon
3: phantom steed, elemental weapon
4:fire shield, freedom of movement 5:geas, destructive wave
EQUIPMENT:
Light Crossbow + 20 bolts
Arcane Focus (Black Garnet Claw)
Scholar's Pack: Backpack, Book of Lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife.
Leather Armor (upgraded to Scale), Handaxe (1d6, S, Light, Thrown, range 20/60), and 2 Daggers
Scale Mail (14+DEX [max 2])
Bottle of black ink
Quill
Small knife
Letter from dead colleague with a question i have not been able to answer
Common Clothes
Pouch
A shard of obsidian that always feels warm to the touch
70gp
Periapt of Wound Closure