Instead of a warforged I think I'll do a lizardfolk instead. A lizardfolk Dream Druid.
He is one of the clan shamans, however unlike his fellow kin he has a curiosity to the world outside of his home and wants to share the stories of the outside world to his clan so that they may learn from others without being directly exposed to their conflicts. So he left his home to collect stories, basically becoming a bounty hunter of sorts for two reasons: first to just have a steady income and to witness stories in person. He actually doesn't care to read books.
Additionally while he still has a swimspeed and the ability to hold his breath for a long time, his clan of lizardfolks are actually desert dwelling instead of swamp or coastal. Though they do have control of a hidden oasis which again, is one of the reasons he choose to leave the village instead of suggesting that they open up to outsiders, knowing how important water is in a desert. He hopes to one day return to his clan, let them know what he's learned, and use that experience to elevate his people from just their small tribal life style.
Thanks for having me. I'm still reading up on the lore and trying to think of where my character could come from, but my first concept would be a warforge gloomstalker ranger, with the Mariner fighting style if you'll allow it. Both are WoTC materials and UA respectively. But if you need healers, I can roll a dream druid/life cleric instead.
Mori was doing as he was always doing, keeping an eye out for things while panhandling, when the first weird thing happened. Some guy came by and dropped off a handful of change into his bowl. That wasn't the unsual thing though; sometimes real kind people would drop a ten or even twenty. It was more about the person than the money; a young man who looked both too rich to give a guy like Mori the time of day, but at the same time seemed like a man on a mission. Since he was the only one that really stood out Mori sort of watched him go, but figuring he was just a tourist he let his attention drift to other people, though no one else really caught his attention. Not until something happened at the harbor. Looked like something just went up in smoke. Picking up his bowl and pocketing his money, Mori was one of the first people to hit the pier as people watched the scene unfold.
It was here while he had a closet look that he realized that the harbor wasn't on fire; this was a smoke screen. Someone had covered a ship in blinding smoke to cover their movements. Mori recognized the type, and then realized that someone must be doing a heist. Though this was far to showy; it was the middle of the day in the middle of a public area. The cops would surely be on this soon, not to mention the titans. Or maybe... That was the point. Make a big distraction. Mori wasn't certain, so he stayed on the pier, watching the scene unfold.
"So just walk up and get a cloak huh? Man I wish everything was this easy!" Darc walks over to the mage making cloaks. He could see that it doesn't have to be just cloaks though, and frankly Darc wasn't really too keen on any of the designs. A bit too... Fluttery. But he did have an idea. "Hello, hello. Mage type here. Instead of a cloak, can I get that as a loincloak? Thanks." Once Darc got what he wanted he'd tuck it into his belt and wait with the others. "So, what's our first target? Do we take up contracts separately or work in teams? I imagine we'll all learn about each others abilities and specialties out in the field."
"Oho? What a colorful group!" After spending a few days doing the community a service overseeing some funerals, Darc notices the group forming around the new guild hall. Of course he knows what this place is: it's the new hunting guild, Angeli Pallidus. That's the whole reason he's even in this city. But he's amazed by how varied it's recruits are. He had half expected a whole gaggle of young idiots and ruffians, but many of the people here seemed much more capable, not to mention not entirely human. Only two humans as far as he could tell, though the man in armor could also be a very big human, though chances are a man his size was an orc. Darc was espcially interested in the fact an elf and centaur were here: he's always heard that they dislike human cities. Though perhaps these two were just oddballs of their race. Darc isn't one to judge.
Darc joined the group, raising his hand to greet the group. He guessed the only two people sitting at the guild smoking pipes were in charge. "Hello! Still have an opening? Name's Darc Riovas. I'm a capable mage and more than willing to do some dirty work." He looked to the others, nodding his head with a cheeky smile. "I can see that we got a rag-tag team here already. Please take care of me! I'll do everything in my power to help you, either here or thereafter! Kufufu!" He joked as he made his way towards the front. It honestly made Darc feel a bit better that he wasn't the only weirdo in this group, maybe he can even get away with being a bit more relaxed if everyone here is also quirky. "Is there a test or something we need to do to join, or do we just sign our names somewhere and get started?"
Tall, dark, and well muscled. Has white hair and miscolored eyes due to an early life among witches. Has ritual markings on his body to channel his Magics as well. He’s 6’8 and weighs 221 pounds.
Bio:
"It takes dark magic to cure dark magics."
That was a saying that Darc grew up with, and why he decided that on his naming day, he would be called Darc Riovas. Ever since he was a baby, Darc was adopted by a coven of witches in a dark and secluded forest, along with other orphans. Unlike most witches, they had no intentions of eating these children or using them as slaves: they were simply women who practiced a sort of magic that most civilized places did not approve of. Things like Necromancy or Hexes, magic that typically would have an angry mob or a zealous crusader trying to hunt you down just for knowing. But the witches taught Darc and the other children that these magics were simply tools, and could be used for both good or evil, depending on the intentions. A fireball is a chaotic force that burns and destroys, but no one would think it was evil if it's used by someone with good intentions to kill monsters, but no one would think it was good if a mad wizard decides to burn down a village with a fireball either.
Thus Darc learned necromancy and hexes, how to manipulate life force and how to put curses on others. But he was also taught ethics and how these very same forces can be countered using the same power they draw from: not only did Darc learn how to absorb life energy, but to give it as well. He learned what it takes to place a curse on someone and how one can easily break the curse as long as you knew how to redirect it. While learning magic from his teachers Darc also learned a lot about life and how people tend to react to things they consider evil, and made sure that Darc learned not to judge too harshly: fear feeds ignorance. It was important that Darc had patience and kept an open mind to teach others, rather than to assume that he was somehow superior by virtue of his education.
As Darc grew older, soon the witches that he would consider his mothers told him to leave. It was time for him to find his own home and do something with his life. The rest of his siblings had already gone, either dissatisfied by the witch's teachings or wanting to see the world on their own. Darc was reluctant, but willing to leave and find out more about the outside world. For a while it was scary: people seemed to distrust him and more often than not he seemed to get into trouble simply for the way he looked. But taking his mother's lessons to heart, he didn't hold a grudge and continued to observe the people and their woes. When he started to notice problems, he figured he could use his magic to help them. He did things like help grieving families move on by using his Necromancy spells to allow the family to have one last conversation with their loved ones, or used hexes to curse things like illnesses and diseases to have a short life.
Darc still ran into problems with people who distrusted him, but at the same time Darc started to grow more confident about his abilities and his looks. He knew he was doing good and aimed to prove it by deeds, not appearances. When he heard about a guild for monster hunters, he thought this would be the best chance for him to show how his powers, though normally evil, can be used for good.
Ritual Bone Armor Arm-Mounted Crossbow Large Hunting Knife Bug Lantern Magic Mushrooms Various Potions and Oils
Martial Arts: None
Magic:
Ghost Touch - Darc's main offensive spell. He creates a ghostly, skeletal hand that he can shoot out at an enemy. If it hits them, it fills them with necrotic energy that not only hurts them but also prevents any form of healing or regeneration for a short time. It's even useful against the undead, as the hand will physically weigh them down as if someone was holding them down.
Undead Vigor - A buff spell that bolsters a target with a necromancy facsimile of life, granting them extra stamina and health until they use it up.
Macabre Preservation - This spell protects a dead body from rot, decay, and magic that might cause the body to become undead. It also ensures the soul can remained connected to the body even long after death, as long as the magic is not dispelled from the corpse.
Seance - Let's Darc communicate with the spirits of the dead. Either a spirit that is haunting nearby, or a specific spirit if Darc uses something related to them, such as a drop of their blood, a strand of hair, or a body part. Having someone taking part of the ritual who is related to the spirit also helps.
Vitae Sacrifice - A powerful spell that inflicts Darc with a heavy amount of necrotic energy, harming him greatly. But in exchange he can choose one person who will then be healed by twice the amount of damage that Darc takes.
Life Drain - A powerful spell that allows Darc to drain life energy from anyone he touches. If he uses it on an undead creature, he can instead reverse it, sacrificing his own life energy to do a considerable amount of damage to the undead instead.
Animate Dead - Darc imbues a corpse with dark magic, allowing him to manipulate the body like a puppet or command them like a minion. Though they lack a will of their own they follow Darc's command as best as they can exactly as he intends, and without commands they will simply follow his last order or defend themselves. Darc can command up to ten creatures using this spell, or he can focus all of his magic to make individual corpses more capable, such as granting them their combat skills or even spell casting if he dedicates control over them. While under his control Darc can command the undead to cease moving, however if he loses his control they will become roaming undead.
Baneful Laughter - Darc's secondary offensive spell. He insults, laughs at, or otherwise demeans a target, harming them with physic energy that can throw off their ability to fight or do any complex action. It doesn't do a lot of damage but Darc doesn't need to use any notable magic incantations, motions, or objects to use this spell, simply the ability to speak to someone.
Misfortune - Darc curses up to three creatures, causing them to have bad luck and make it more likely for them to fail at things they're doing.
Curse - A common spell that Darc uses in a fight. Curse causes any damage a target takes to hurt even more, and Darc can choose a particular aspect that the target will be considerable worse at, such as cursing the target's strength or their intelligence.
Frenzy - A hex that causes a target to go into a berserker rage, making them physically more powerful, but at the cost of causing them to attack friend and foe alike, or anyone who just happens to be in reach. This rage is a primal one so it prevents those cursed from being able to use their magic as well.
Circle of Honesty - Darc creates a twenty-foot radius zone where no one can intentionally speak a lie. Darc will know when someone is actively lying while within a Circle of Honesty, as well as if they're trying to tell half-truths. However this spell does not compel anyone in the circle to actually speak. The spell ends if Darc leaves the circle or otherwise dismisses it.
Nightmare - A powerful curse that causes a target to see their darkest fears in the flesh. No one else but the target can see the Nightmare, and the Nightmare can physically affect the target. Though those who are awake can try and steel their minds against the Nightmare, those who are asleep cannot, nor do they awaken while they are being haunted by the Nightmare.
Likes:
Helping people, gathering magic potion components, and dancing
Dislikes:
Ignorant people, people who tell him to change his clothes, and dogs
Extras:
His mothers stay in contact with him via messenger crows. He usually writes a little letter every day to let them know how he's doing. Sometimes they send letters back or small presents like spell components or anything that could be carried by crow.
Tall, dark, and well muscled. Has white hair and miscolored eyes due to an early life among witches. Has ritual markings on his body to channel his Magics as well. He’s 6’8 and weighs 221 pounds.
Bio:
"It takes dark magic to cure dark magics."
That was a saying that Darc grew up with, and why he decided that on his naming day, he would be called Darc Riovas. Ever since he was a baby, Darc was adopted by a coven of witches in a dark and secluded forest, along with other orphans. Unlike most witches, they had no intentions of eating these children or using them as slaves: they were simply women who practiced a sort of magic that most civilized places did not approve of. Things like Necromancy or Hexes, magic that typically would have an angry mob or a zealous crusader trying to hunt you down just for knowing. But the witches taught Darc and the other children that these magics were simply tools, and could be used for both good or evil, depending on the intentions. A fireball is a chaotic force that burns and destroys, but no one would think it was evil if it's used by someone with good intentions to kill monsters, but no one would think it was good if a mad wizard decides to burn down a village with a fireball either.
Thus Darc learned necromancy and hexes, how to manipulate life force and how to put curses on others. But he was also taught ethics and how these very same forces can be countered using the same power they draw from: not only did Darc learn how to absorb life energy, but to give it as well. He learned what it takes to place a curse on someone and how one can easily break the curse as long as you knew how to redirect it. While learning magic from his teachers Darc also learned a lot about life and how people tend to react to things they consider evil, and made sure that Darc learned not to judge too harshly: fear feeds ignorance. It was important that Darc had patience and kept an open mind to teach others, rather than to assume that he was somehow superior by virtue of his education.
As Darc grew older, soon the witches that he would consider his mothers told him to leave. It was time for him to find his own home and do something with his life. The rest of his siblings had already gone, either dissatisfied by the witch's teachings or wanting to see the world on their own. Darc was reluctant, but willing to leave and find out more about the outside world. For a while it was scary: people seemed to distrust him and more often than not he seemed to get into trouble simply for the way he looked. But taking his mother's lessons to heart, he didn't hold a grudge and continued to observe the people and their woes. When he started to notice problems, he figured he could use his magic to help them. He did things like help grieving families move on by using his Necromancy spells to allow the family to have one last conversation with their loved ones, or used hexes to curse things like illnesses and diseases to have a short life.
Darc still ran into problems with people who distrusted him, but at the same time Darc started to grow more confident about his abilities and his looks. He knew he was doing good and aimed to prove it by deeds, not appearances. When he heard about a guild for monster hunters, he thought this would be the best chance for him to show how his powers, though normally evil, can be used for good.
Gear:
Ritual Bone Armor Arm-Mounted Crossbow Large Hunting Knife Bug Lantern Magic Mushrooms Various Potions and Oils
Magic:
Ghost Touch - Darc's main offensive spell. He creates a ghostly, skeletal hand that he can shoot out at an enemy. If it hits them, it fills them with necrotic energy that not only hurts them but also prevents any form of healing or regeneration for a short time. It's even useful against the undead, as the hand will physically weigh them down as if someone was holding them down.
Undead Vigor - A buff spell that bolsters a target with a necromancy facsimile of life, granting them extra stamina and energy until they use it up.
Macabre Preservation - This spell protects a dead body from rot, decay, and magic that might cause the body to become undead for an indefinite amount of time. If the spell fades, the body resumes natural decay.
Seance - Let's Darc communicate with the spirits of the dead. Either a spirit that is haunting nearby, or a specific spirit if Darc uses something related to them, such as a drop of their blood, a strand of hair, or a body part. Having someone taking part of the ritual who is related to the spirit also helps.
Vitae Sacrifice - A powerful spell that inflicts Darc with a heavy amount of necrotic energy, harming him greatly. But in exchange he can choose one person who will then be healed by twice the amount of damage that Darc takes.
Life Drain - A powerful spell that allows Darc to drain life energy from anyone he touches. If he uses it on an undead creature, he can instead reverse it, sacrificing his own life energy to do a considerable amount of damage to the undead instead.
Baneful Laughter - Darc's secondary offensive spell. He insults, laughs at, or otherwise demeans a target, harming them with physic energy that can throw off their ability to fight or do any complex action. It doesn't do a lot of damage but Darc doesn't need to use any notable magic incantations, motions, or objects to use this spell, simply the ability to speak to someone.
Misfortune - Darc curses up to three creatures, causing them to have bad luck and make it more likely for them to fail at things they're doing.
Curse - A common spell that Darc uses in a fight. Curse causes any damage a target takes to hurt even more, and Darc can choose a particular aspect that the target will be considerable worse at, such as cursing the target's strength or their intelligence.
Frenzy - A hex that causes a target to go into a berserker rage, making them physically more powerful, but at the cost of causing them to attack friend and foe alike, or anyone who just happens to be in reach. This rage is a primal one so it prevents those cursed from being able to use their magic as well.
Circle of Honesty - Darc creates a twenty-foot radius zone where no one can intentionally speak a lie. Darc will know when someone is actively lying while within a Circle of Honesty, as well as if they're trying to tell half-truths. However this spell does not compel anyone in the circle to actually speak. The spell ends if Darc leaves the circle or otherwise dismisses it.
Nightmare - A powerful curse that causes a target to see their darkest fears in the flesh. No one else but the target can see the Nightmare, and the Nightmare can physically affect the target. Though those who are awake can try and steel their minds against the Nightmare, those who are asleep cannot, nor do they awaken while they are being haunted by the Nightmare.
Likes:
Helping people, gathering magic potion components, and dancing
Dislikes:
Ignorant people, people who tell him to change his clothes, and dogs
Extras:
His mothers stay in contact with him via messenger crows. He usually writes a little letter every day to let them know how he's doing. Sometimes they send letters back or small presents like spell components or anything that could be carried by crow.