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About Oskar AglundOskar Aglund
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Background: Haunted One
Background Story Points:
* He is the only survivor of a terrible flash flood that destroyed his village. Whether natural event or caused by a nefarious villain he doesn't know. And doesn't much care for now. Instead, he blames the patron goddess/spirit of the village for not saving the hamlet. The goddess who used the last of her power to escape her shrine and 'leap' her spirit into a simple wooden raven pendant. The same pendent he wears because it is the last gift given him by his wife. To throw it away, would be to throw away the last connection with his family, home, and love. So the patron spirit now haunts him in an attempt to get him to become her priest and build a new congregation and following. So far he adamantly refuses. * In addition, he's haunted by the spirits of his village. The spirits may be real or may all be in his mind. Either way they all manifest as his friends and kin killed in the flood. Sometimes they help (RP reasons for the manifestation of his Phantom features at 3rd level or doing sneak damage) sometimes they hinder (fumbles or other RP opportunities.) * He's in the city as a refugee and scraping by working odd jobs or stealing if need be to put food in his belly. Although he won't steal from other poor folk and in fact will go out of his way to help those who have less than he does. Especially orphans or others who've lost their family. * Eventually he wants to figure out a way to banish the spirit from his wife's gift and be free of the harassing patron spirit for good. Personality:
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EXPERTISE: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
SNEAK ATTACK: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
THIEVES' CANT: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
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Magic Items: Potion of Healing
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Misty Step:
2nd-levei conjuration
Casting Time: 1 bonus action Range: 5elf Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Dissonant Whispers:
1st-levei enchantment
Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher LeveIs. 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. ---------------------
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