Andrem Gluz (DnD 5e)
TheGhoulAvenue
- Created
- 6 years, 6 months ago
- Creator
- TheGhoulAvenue
- Favorites
- 3
Basic Info
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Name
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Andrem Gluz (formerly Winterchaser)
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Age
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28
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Gender
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Male
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Alignment
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Chaotic Neutral
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Height
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5'6"
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Weight
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150lbs
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Species
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Nothic (formerly human)
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Class
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Rogue (formerly wizard)
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Languages
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common, undercommon, abyssal
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Personality
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self-conscious about his eye - avoids looking into strangers eyes, doesn't trust others easily though he may not show it, has a good heart but is afraid of his own death, prefers to observe people from a distance
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Trinket
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Spool of black thread that never runs out
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Weapons of choice
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shortswords, daggers, shortbow
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Background
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Andrem Winterchaser used to be a very dedictated young human wizard. On his deep search for great arcane knowledge, he unearthed a dark secret. As punishment he received a curse left behind by Vecna (a powerful lich, who had transcended his undead existence to become a god of secrets). This curse changed his appearance drastically, he became what is known as a nothic. Because of his monstrous appearance he became a hermit, and changed his surname so no one would know his former identity. He doesn't have much recollection of his former life, although he remembers a little more than the average nothic. He knows that something horrible is still hidden deep inside his mind, he just can't quite remember.
Profile
Nothic Race Stats
Ability Score Increase. Your Constitution and Dexterity both increase by 1.
Alignment. Nothics are typically spiteful about their transformation, making them anywhere on the evil spectrum. However, naturally-born Nothics can be any alignment.
Size. Medium
Speed. Your base walking speed is 30 feet.
Uncanny Insight. You have proficiency in the Insight skill. Additionally, you can also use your action to fix your gaze on a target within 30 feet of you. You can make a Wisdom (Insight) check contested by its Charisma (Deception) check. If you win the contest, you magically learn one fact or secret about the target (the nature of which is determined by the DM). The creature also knows that you pryed into its mind or tried to, and knows what information you learned from it. This trait does not work on creatures immune to being charmed.
Darkvision. You have 60 ft. of Darkvision.
Languages. You can speak, read, and write Common, and Undercommon.
Ability Score Increase. Your Intellect score increases by 1.
Keen Sight. You have proficiency in Perception, and have advantage on all checks relating to sight.
Rotting Gaze. You can target any creature within 30 ft. of yourself, and they roll a Constitution check, against an Intelligence check from you. If they fail, they will take 1d6 + your Intellect modifier necrotic damage. This changes to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20. You can use this once per long or short rest.
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