Shandri
Alignment (CG) Race (Human) | Warlock Level 1 | Far Traveler
"Tradition is the corpse of wisdom"
Attributes
AC 11 • HP 10/10 • Speed 30
STR 14 (+2) | DEX 10 (+0) | CON 14 (+2)
INT 14 (+2) | WIS 14 (+2) | CHA 16 (+3)
Saving Throws: Wisdom, Charisma
Skills: Arcana, Investigation, Insight, Perception Expertise Skill
Tools: Viol, Light armor, Simple weapons. Expertise tools
Languages: Common, Abyssal, Primordial
Arms & Armour
Armour | Leather Armor
Weapons | Light Crossbow w/ 20 bolts, Quarterstaff, Dagger x2, Component pouch
Appearance
Age: 20 | Height: 5'10 | Weight: 160lbs
Shandri is a man well accustomed to travel, and he does so as light as possible by keeping few possessions. Aside from his leather armor, he will typically wear a simple black shirt with no sleeves to allow the cool air to soothe his body after traveling, along with a pair of dark green trousers. The one piece of jewelry shandri is always adorning is a necklace he earned in the tribe he came from that proudly shows off the large of tooth of a monster surrounded by beads made of malachite. His hair is always worn in dreadlocks, another right he earned back home to symbolize his status as a warrior and adult man.
Name: Journal | Weight: 3lbs
The book is a rather large journal with worn pages, its cover and spine a solid black color with red letters that simply state their owner's name in a fancy font. The book is split down the middle with different colored pages. The first half of the pages are a typical white-yellow parchment with black lettering written in primordial. The second half of the book has solid black pages, written in with abyssal gold lettering.
Personality
Main Mood: Sociable | Fave Food: Jerky| Pet Peeve: Killing for sport | Style of Battle: Aggressive at range, defensive in close quarters
Shandri does not often start conversations, choosing instead to listen in and learn as much as he can about others, especially those he will be working with. However, if he is approached, he will always welcome a conversation and even more so if it is a deep and thought provoking conversation at hand. He is a friendly man, but his sense of humor is often seen as being demeaning towards others. Whether asked or not, it is highly likely he will offer others some of his food before finishing it himself.
His outlook on life is that of a self preserving scholar, he will trade the lives of others in exchange for the preservation of knowledge and ancient or magical artifacts. The only life he wont trade is his own, as he sees it in a way that if he were to lose his life over one item the rest of his life goal to defend countless others could lead to their destruction.
Origin
Shandri came from a tribal community that dwells deep within a swamp known for the ferocity of its inhabitants, humans and monsters alike. As far as he and his tribe know, they were never given an official name and were simply known to outsiders as savages. The tribe had refused to change over the course of its history, the inhabitants know only the primordial language and use tools made of stone and bones. Their technology has only advanced as far as making mud huts and fires to cook food.
Shandri, having found the corpse of an adventurer and all the trinkets it held decided to make his own way and travel the world, learning as much as possible in the pursuit of eventually leading his people forwards unto greatness. He has since given up this dream knowing full well that tradition has its roots far too deep within his tribe and they'd kill him as soon as hear him out. He now travels the lands seeking only to advance himself and preserve what he can of history.
Writing Sample
Start with 'How did NameOfChar meet NameOfTwin? I want you to write a short story describing the answer to this question, either full-third person or from the perspective of your character. This is how I will get an idea of your writing style. Cassandra wears green and white, and is a spellcaster. Sebastian wears blue and black, and uses a sword. Both wear a red cloak, and have brown hair and green eyes. Remember, Cayden's character sheet is HIGH END of what I expect.
Features & Traits
Feature Name - Feature Details.
All Eyes On You - Your accent, mannerisms, 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.
Awakened Mind - Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Prepared Spells
Spell Save DC 13 | Spell Attack Modifier +5 | Max Spells Prepared 2
The Warlock table 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.
Minor Illusion Somatic Material (A bit of fleece), 30 Feet, 1 minute. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Eldritch Blast Verbal Somatic 120 feet, instant, A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Eldritch Blast Verbal Somatic 120 feet, instant, A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Unseen Servant Verbal Somatic Material (A piece of string and a bit of wood), 60 feet, 1 hour. This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Dissonant Whispers Verbal 60 feet, instant, 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. 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
Dissonant Whispers Verbal 60 feet, instant, 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. 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
Other
Backpack
ink + pen
10 Parchment
Traveler's clothes
Viol
ink + pen
10 Parchment
Traveler's clothes
Viol