Azmur Kell

Khalil Quietcrow's page

232 posts. Alias of Tareth.


Full Name

Khalil Quietcrow

Gender

NG Human Male Druid 3 | AC: 12(14) | HP: 21/23 | PPerc: 16 | PInsight: 16 | Init: +1 | Inspiration: No

About Khalil Quietcrow

Khalil Crow
NG Human(Variant) Druid 3
Init: +1; Perception: +6
XP:
Downtime Days:
Size: Medium
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DEFENSE
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AC: 12 (14 with shield)
HP: 23
Armor: Leather
Saving Throws: Wisdom, Intelligence
Armor Proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
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OFFENSE
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Speed: 30 ft.
Proficiency Bonus: +2

Quarterstaff: +3 (1d6+1 S) / +6 (1d8+4)
Produce Flame Spell: +6 (1d8)
Archer's Bolt: +6 (1d8+4 Radiant)
[b]Weapon Proficiencies:
Clubs, daggers, darts, javelins, maces,
quarlerstaffs, scimitars, sickles, slings. spears
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STATISTICS
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STR: 10(+0), DEX: 12(+1), CON: 14(+2), INT: 12(+1), WIS: 18(+4), CHA: 12(+1)

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FEATS & CLASS ABILITIES
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DRUID CIRCLE (CIRCLE OF STARS)
Star Map (Charm Bracelet): You've created a star chart as part of your heavenly
studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells.
While holding this map, you have these benefits:
• You know the guidance cantrip.
• You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can
have prepared.
• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional
10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to ld8 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to ld8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Fey Touched (Wisdom, Misty Step, Hex): Your exposure to the Feywild's magic has changed you, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Boon of Fate: When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
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SKILLS & LANGUAGES
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Acrobatics +1
Animal Handling +4
Arcana +3
Athletics +0
* Deception +3
History +1
* Insight +6
Intimidation +0
Investigation +1
Medicine +4
* Nature +3
* Perception +6
Persuasion +1
Religion +1
* Stealth +3
Sleight of Hand +1
* Survival +6

Languages: Common, Druidic, Sylvan, Goblin

Class Skill Proficiencies: Perception, Insight
Race Skill Proficiencie: Nature

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BACKGROUND
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Background: Feylost
Skill Proficiencies: Deception, Survival, (Stealth from childhood)
Tool Proficiencies: Herbalism Kit, Brewers Kit
Bonus Language: Goblin
Feymark: Your skin sparkles in moonlight

Character History:

* Khalil was not a Defender, but he really wanted to be one. However, being just a little younger, shy, sensitive, quiet and often smelling of the tanning and taxidermy compounds used by his father, he was always rebuffed. Sometimes harshly as kids so often do.

* Add to this the fact his father became a disreputable drunk and gambler following the death of Khalil's mother, older brother, and sister when a fever swept through the area. Young Khalil was doomed to never be part of the group.

* Still he always watched (spied was often the word used) from a distance and knew about Juniper. Because of his love, compassion, and interest in animals he even snuck in to where she was hidden one night to see the owlbear cub for himself.

* It was that love of animals that his father really disliked. Where Khalil would rather try to heal and save or leave be, his father saw hides and coin and the pleasure of the kill. His son's seeming squeamishness was the cause of more than a few beatings.

* It was after one such episode that Khalil actually saw everyone leave for the carnival. He also saw his father stagger into the fae festival. Not out of concern for the village children or the owlbear cub, for the opportunity to win prizes and fairy gold.

* So it was Khalil ended up at the carnival in search of the Defenders. While the boy searched for the Defenders and Juniper, his old man immediately sat down to the first dice game he found.

* By the end of the day the man had lost his only remaining son in an ill fated bet on one last throw of the dice. Certainly he was drunk, but it was no excuse. The moment the dice finished rolling Khalil's memories disappeared and he found himself completely lost and alone in the carnival.

* The other Defenders likely saw him trying to follow all of you around, but he never got close enough to really participate. By the time you all left, Khalil was nowhere to be seen as his new mentor had taken 'possession' of his newly won human child.

* Khalil was taken from the carnival by a dour old half elf farmer who went by the name Gorm One Eye for obvious reasons. Gorm's farm in the Feywild was struggling and he made a pact with the Pumpkin King. In exchange for the fey lord's blessing upon his land for the next ten years, Gorm would offer up Khalil. The Pumpkin King agreed. Khalil was unaware of the farmer's intentions or the bargain made.

* Aside from planning to hand over Khalil's body and soul to the fey harvest lord, Gorm was a reasonably decent provider and mentor. Beatings were few, food was plentiful (thanks to the fey blessing), and the half elf taught the growing lad much about the land, farming, the business of farming, and the basics of fey edicate. In return, Khalil worked, tending fields and stock. His knack with animals was a boon. He was often able to see a wound healed or disease cleared. With less attrition of his herds and stock Gorm was able to sell more wool, more milk and butter and eggs, and all the other goods Khalil helped produce. But throughout all this time, the boy growing into a young man is haunted by bad dreams. Dreams of other children. Dreams of dark curses and important things lost. Dreams of the carnival, dice rolling, dandelions blowing in the wind, Mr. Witchlight glowering under a silvery beam of a full moon. Khalil has no idea where the dreams come from or what they mean. All are forgotten for the most part except for eerie feelings of dread, sorrow, and loneliness.

* Khalil's fate truly changed when he was out walking in the deeper forest one day. Gorm was away delivering to the carnival and having completed the days chores early, Khalil had much of the day free.

* He comes across a Kitsune caught in a leg trap. The forlorn fey creature is nearly starved and severely dehydrated. Khalil hurries to her rescue. While freeing the multi tailed fox, Khalil cuts himself on the sharp teeth of the trap. This spilling of his own blood creates a bond between the two.

* The grateful Kitsune who calls herself Verity Lightdancer begins to teach Khalil the ways of the fey and many other things as she recovers back at the farm. Although not pleased with another mouth to feed, Verity being part of Lady Summer's court can easily pull rank on the simple farmer. Verity gives him his name "Quietcrow" because of his softspoken manner, dark ravenblack hair, slightly pointed nose, and somewhat gangly limbed look.

* Verity introduces Khalil to others within the nearer regions of the Feywild. And again his quiet competence and natural gifts for nature do him good. He helps a dryad rid her tree of a blight. He works for days clearing a spring of filth and waste dumped there by a mortal army passing through on some hopeless quest of conquest. He helps reseed a meadow with wildflowers for a local Giant Bee colony after a fire devastated the area. These acts were met with gifts in kind. Including the secrets for making mead and special honey candies that eventually become a new staple at the carnival.

* Finally it is Verity who intervenes for Khalil when the Pumpkin King comes calling ten years later to collect what is owed. Long hours and days are spent in fey courts as the kitsune argues for Khalil freedom and against Gorm's unfair bargaining of another's soul. Eventually the matter is brought before the Summer Court and all of Khalil's kind acts result in a fateful decision against Gorm. The Pumpkin King acquires the half elf and the farm is granted to Khalil. But the human's talents wasted as a simple farmer, the court orders him to learn more of nature and the mysteries of the world and caring for the land. With the boon of the farm, he is bound to the court. Although not a direct servant of the Summer Queen, a debt is still owed and he is bound to the court in ways he may not understand, for who can truly understand fey politics. In addition, he still owes the Pumpkin King a boon. For although his soul is free of the Pumpkin King's whim, he still lived upon the produce and gifts of the fey lords blessing for ten years. Thus another boon is owed to be delivered at the fey lord's request.

* So now Khalil studies the stars with Verity, works the farm and sells his goods monthly to the carnival. Boons are owed to powerful fey and Gorm, although a subject of the Pumpkin King, holds Khalil responsible for the loss of his farm and way of life. Revenge burns within the old halfelf's blood.

* Khalil continues to be haunted by dreams of children playing, of dark events taking place. He gazes at the stars and beyond the usual constellations of Archer, Chalice, Dragon, Pegasus, King and Queen, he sees others. A valiant dragon knight, the flowing willow, the broken twins, the forgotten one, the silent gambler, the rambling owlbear. He still does not understand these dreams or nightmares and they always fade before he can truly remember much of them. He continues to study the stars, using them to make stories within his own mind even as he slowly begins to comprehend the power in each of those tiny lights in the sky can bring.

Personality:

Ideal:

Flaw:

Bond:

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SPELLS & SPECIAL TRAITS
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Cantrips: Produce Flame, Shillelagh, Guidance
Level One: Faerie Fire, Healing Word, Hex, Guiding Bolt, Goodberry, Speak with Animals (R)
Level Two: Misty Step, Enhance Ability, Heat Metal

Spell Slots: 4 (1st Level) | 2 (2nd Level)

Feywild Visitor (Dryad): Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.

Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

Druidic: You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom(Perception) check but can't decipher it without magic.

Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells.

Spellcasting Ability (DC14/Attack +6) Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. [n addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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WEALTH & EQUIPMENT
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Leather Armor, Wooden Shield, Quarterstaff, Druidic Focus (Hand made wooden constellation wristlet), Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feel of hempen rope strapped to the side of it.

Magic Items:

PP:
GP: 4
SP:
CP:

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SPELL DESCRIPTIONS
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Produce Flame:

Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V,5
Duration: 10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shillelagh:

Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V,S,M (mistletoe, a shamrock leaf, and a
c1ub or quarterstaff)
Duration: 1 minute
The wood of a c1ub or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Misty Step:

2nd 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.

Faerie Fire:

1st.level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, Up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when lhe spell is cast is also outlined in light if it fails a Dexterity saving throw. For lhe duration, objects and affected creatures shed dim light in a 10.fool radius.
Any attack roll against an affected creature or object has arlvantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Healing Word:

1st-level evocation
Casting Time: 1 action
Range: 60 ft
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to Id4 + 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 ld4 for each slot level above 1st.

Hex:

1st-level enchantment
Casting Time: 1 bonus action
Range: Self (10-foot radius)
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to one hour 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 O 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.

Guiding Bolt:

1st-level evocation
Casting Time: I action
Range: 120 feet
Components: V, S
Duration: 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.

Goodberry:

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S, M(a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Guidance:

Divination cantrip
Casting Time: I 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.

Speak with Animals:

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited
by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, inc1uding whatever they can perceive and have perceived within the past day. You might be able to
persuade a beast to perform a small favor for you, at the DM's discretion.

Enhance Ability:

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,5, M(fur and a feather from a beast)
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on 5trength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
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.

Heat Metal:

2nd-levei transmutation
Casting Time: 1 action
Range: 60 feet
Components: V,5, M(a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd.


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REWARDS & ADVENTURES
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