Quinn

Wan'di's page

175 posts. Alias of hiiamtom.


Full Name

Unknown

Race

Human

Classes/Levels

Warlock 4100XP (4th)| 0/31 HP, 14 AC, Init +3, PP 10 | 3/3 HD, 1/1 Aurora, 0/2 Spells | dead

Gender

Male

Size

Medium

Age

Over 33

Alignment

Chaotic Good

Languages

Common

Occupation

Jack of all Trades

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Wan'di

Medium humanoid (human), warlock 4, chaotic good

Proficiency Bonus +2
Armor Class 14 (studded leather)
Hit Points 31 (4d8+8)
Speed 30ft.

STR 10(+0) | DEX 14(+2) | CON 14(+2) | INT 12(+1) | WIS 8(-1) | CHA 18(+4)

Saving Throws Strength +1, Dexterity +3, Constitution +3, Intelligence +2, Wisdom +2, Charisma +7
Skills Acrobatics +3, Animal handling +0, Arcana +2, Athletics +3, Deception +5, History +4, Insight +2, Intimidation +5, Investigation +4, Medicine +0, Nature +2, Perception +0, Performance +5, Persuasion +5, Religion +2, Sleight of Hand +5, Stealth +5, Survival +0
Proficiencies Armor Light armor. Weapons Simple weapons Tools Disguise kit, theives' tools.
Senses passive Perception 10
Languages Common

Polearm Master. You can keep your enemies at bay with reach weapons. You gain the following benefits:
✴ When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
✴ While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Vagrant (Urchin Refluff). You chose a life on the streets for some reason, and had to adapt to the new harsh conditions by scraping by with whatever you could. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. Your last odd job you performed scored enough money to travel to a new city with enough change to last ten days.
City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in teh city twice as fast as your speed would normally allow.
Personality. "I'm driven by a wanderlust that led me away from home."
Ideal. "Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things."
Bond. "The common folk must see me as a hero of the people."
Flaw. "It's not stealing if I need it more than someone else."

Otherworldly Patron. The Seeker. Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron is a nameless entity you refer to by a feminine pronoun.
Expanded Spell List. The Seeker adds to your spells known.
Shielding Aurora. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Invocations. You know two eldritch invocations. 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.
Book of Ancient Secrets. You can now scribe rituals in your Book of Shadows. These spells must be cast as rituals, and you can scribe spells into the book if it is half your level or less (rounded up). For each level is costs 50 gp of rare inks.

Pact Boon. Pact of the Tome. Your patron gives you a grimoire called a Book of Shadows. It allows for spells to be cast while you possess it. Replacing the book takes a 1-hour ceremony that turns the old one to ash, and can be performed while resting. The book turns to ash when you die.
✴ Cantrips (at will): dancing lights, gust, shillelagh
✴ 1st level (rituals): alarm, comprehend languages, detect magic, find familiar, identify, tenser's floating disk, unseen servant
✴ 2nd level (rituals): augury, silence

Pact Magic. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Spell DC is 14, spell attack is +6, slots recharge with short or long rest.
✴ Cantrips (at will): eldritch blast, green flame blade, prestidigitation
✴ Known (2 slots, 2nd level): expeditious retreat, feather fall, hellish rebuke (3d10), hex, jump, levitate, locate object, misty step, spider climb

Actions

Quarterstaff. Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 1d6/1d8 bludgeoning damage. Bonus action attack: 1d4 bludgeoning damage.

Shillelagh. Magic Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d8+4 bludgeoning damage. Bonus action attack: 1d8+4 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 20/60, one target. Hit: 1d4+3 piercing damage.

Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120ft, one beam. Hit: 1d10+4 force damage.

Equipment List

Background:
The aging man now known as Wan’di is proud of his upbringing, but not in the way most should be. His childhood served as the counterexample to his being. Son of a now long-dead general born in a household whose untamed opulence was taken with the blood of foreign sovereigns, Wan always pushed the boundaries of what he was allowed to do. He would always sneak into the city or out into the king’s wood, and after spending three days lost in the lower city he was found and brought home only for the family who had taken a hungry boy into their home to be summarily executed. Spared from the grim details, Wan’s father impressed on him that it was his actions which bore such consequence; that his father spares those who leech from the system and refuse to work hard enough to succeed in life for as long as they know their place. Following this event a depressed Wan never lost his wanderlust. He was able to temper it by spending more and more time exploring his father’s extensive “collection” of art plundered from around the world.

That is where he first felt Her presence. The entity has no name, but Her soft voice and motherly tone never rejected Wan’s choice of pronouns. She told Wan the true stories behind the artwork. How his father’s prized sculpture was a forgery, leaving this false Chanterelle worthless despite the kingdom’s contrary appraisal. She also pointed out how the popular mosaic wall was actually made locally by an artist commissioned to put good use to the broken ceramic artwork shattered by looting soldiers; how the headless nude female statue was actually a depiction of Sune taken from a famous temple that was only partially restored. She also told Wan his favorite painting of an infant was of a real person who saw her father murdered for that piece – and how she still lives to the north. Wan asked Her how he could return the painting, and She told him of two options: grow old and compliant and bring his then inheritance to the woman’s children, or retreat with it to the ancient tower on the compound and leap from the roof with it in hand. Both actions will bring the painting home, but with a leap of faith he could heal some of the wound his father left in the girl’s heart instead of helping her descendants cope.

Long disillusioned with the importance of his house and nation, Wan’di took the painting to the tower and leapt from the roof believing in the power of Her words. Magic bloomed within him and sent him sailing softly to the ground… three hundred miles north of his home. It was there Wan thanked her and began his life on the road, delivering the painting after overcoming the hardship of escaping a tyrannical kingdom’s borders to a now middle aged woman who cried uncontrollably in front of a now thirteen year old boy.

Since then he has lived over two decades of the land or thorugh the generosity of others. Things have been thin or thick, but he always managed to get by exploring everywhere he can. His only tie to his childhood is the silver whistle he was forced to carry after getting lost in the city. It has had to be restrung several times, but still works like the day it was new. When the dreams began it wasn't a second thought to follow the whim of the woman in chains, and the new city has captured his imagination.

Magic Item Fluff:
Randomized using the DMG.

Devil's Luckstone. This ebony stone is inscribed with illegible runes when heated with fire. At one point is was a gift to a distinguished fiend warrior, but it was claimed by a human when the creature was felled on the mortal plane. It has been too useful to destroy for the various human hands that have exchanged it; though celestials or those that recognize its origin are repulsed by it. It tells the bearer roughly how far underground they are like they were standing below a cliff, and it can guide the bearer to the surface. Each time it saves the bearer from misfortune it bears the wound against fate on its surface; as old as it is there are small fissures and craters all over it's surface like used soap that has been struck by ball bearings.