Clarence Egerton

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Lord Clarence Osbert Egerton


Alias Clarence
Age 27
Gender Male (He/Him)
Race Half-Orc
Class & Level Sorc/Bard 6/3
Subclass Draconic/Eloquence
Background Noble
Alignment Lawful Good

Proficiency Bonus +4
Initiative +3
Speed 30 ft
Armor Class 14
Max HP 72
Hit Dice 6 3

Clarence Egerton

"Do you know who I am?"

Proud Entitled Loyal

Summary


Clarence is a nobleborn half-orc who is very proud of his noble heritage. He is not afraid to remind you of his status just about every 5 minutes. His family is slightly outcasted due to their tendency for... intimate relationships with strange races. Clarence even inherited draconic magics due to this tendency. Clarence loves his family more than anything and would do anything to protect them. He doesn't talk about his daddy issues, and we definitely don't talk about how those issues affect his attraction to strong men that could break him. Don't touch his coat, it cost more than your entire life.

Little Lion Man
by Mumford & Sons

Hey Brother
by Avicii

My Type
by Saint Motel

Oh No!
by MARINA

Albums

Ability Scores

Skills

10 (+0) Strength
+0 Saving Throw
12 (+1) Dexterity
+1 Saving Throw
16 (+3) Constitution
+7 Saving Throw
15 (+2) Intelligence
+2 Saving Throw
11 (+0) Wisdom
+0 Saving Throw
18 (+4) Charisma
+8 Saving Throw
+3 Acrobatics (Dex)
+2 Animal Handling (Wis)
+10 Arcana (Int)
+2 Athletics (Str)
+6 Deception (Cha)
+10 History (Int)
+4 Insight (Wis)
+8 Intimidation (Cha)
+4 Investigation (Int)
+2 Medicine (Wis)
+4 Nature (Int)
+2 Perception (Wis)
+8 Performance (Cha)
+8 Persuasion (Cha)
+4 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+2 Survival (Wis)

Attacks

Name
Atk Bonus / Save DC
Damage

Dagger
+4
1d4 slashing

Proficiencies

Languages: Common, Orc, Celestial, Draconic

Weapons: Daggers/Darts/Slings/Quarterstaffs/Light Crossbows

Armor: Light

Tools & kits: Playing Card, Lyre

Features & Traits

Position of Power (background)
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Darkvision (race)
60 ft.
Relentless Endurance (race)
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks (race)
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Twinned Spell (class)
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Transmuted Spell (class)
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Magical Guidance (class)
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Elemental Affinity (class)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Bardic Inspiration (class)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Song of Rest (class)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Silver Tongue (class)
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words (class)
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Spells

Casting Stat: Charisma

Atk Bonus: +8

Save DC: 16

Spell Slots

Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level

Cantrips

Ray of Frost

Prestidigitation

Mending

Mage Hand

Blade Ward

Minor Illusion

Message

Level 1 Spells

Chaos Bolt

Shield

Disguise Self

Find Familiar

Cure Wounds

Dissonant Whispers

Illusory Script

Heroism

Bane

Level 2 Spells

Warding Wind

Enlarge/Reduce

Level 3 Spells

Slow

Fireball

Level 4 Spells

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Level 5 Spells

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Level 6 Spells

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Level 7 Spells

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Level 8 Spells

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Level 9 Spells

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Personality Traits
  • I take great pains to always look my best and follow the latest fashions.
  • I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.

Ideals
  • Family. Blood runs thicker than water.
  • Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine.

Bonds
  • Nothing is more important than the other members of my family.
  • My loyalty to my sovereign is unwavering.

Flaws
  • I secretly believe that everyone is beneath me.
  • I have an insatiable desire for carnal pleasures.

Positive Traits

  • Loyal
  • Curious
  • Proud

Negative Traits

  • Stubborn
  • Haughty
  • Entitled

Clarence is a very proud person who is unwilling to let anyone give him grief over his family. This does, however, lead to a stubborn haughtiness that causes many inter-party issues. He's also very curious and loves to research things when he has a breath from saving the world. Once you're with him, you're with him for good. He will stick by his friends and family until the very end. The easiest way to make him angry is to threaten his family. The man is lawful good, but he will murder anyone who even thinks about hurting his loved ones. He's also a major simp for strong men.
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Likes

  • Strong Men in Uniform
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  • Drinking
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  • Finery
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  • Research
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Dislikes

  • Sleeping Outside
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  • Ignorance
    • info
  • Violence
    • info
  • dislike
    • info

Skills & Abilities

  • Eloquence
    • info
  • Etiquette
    • info
  • Magic
    • info
  • History
    • info
  • Lyre
    • info

Trivia

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Height & Weight 5'9" / 180lbs
Build Slender
Skin tone Green/Grey
Eye color Grey
Hair color Brown
Hair style Wavy, usually pulled into a ponytail

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Weapon Name

Weapon Type

Design Notes - Abilities

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Weapon Name

Weapon Type

Design Notes - Abilities

Inventory


Max carrying capacity: 150lbs.

Max pushing capacity: 300lbs.

Weapons

Dagger

Staff (Walking Stick)

Armor/Clothing

Fine Clothes

Miscellaneous

Signet Ring

Healer's Kit

Sending Parchment

Currency

GP 95

SP 0

CP 42

Gems 0 (0GP each)

Backstory

Clarence was born into the noble house of Egerton to the human Lady Camilla Egerton and orc chieftain Vultog. Vultog’s clan is nomadic in nature, so his and the Lady Camilla’s affair was a brief one. It did, however, result in a child. Clarence has only met his father once, when the clan passed by Riverholde again when he was about 7 years old. If Vultog was pleased with the way his son turned out, he didn’t show it. Clarence showed little to no aptitude for violence or destruction, instead preferring to spend his days reading and learning about the court and the world around him. His father tried to spend some time with him, training him in how to use a little crossbow, but the intensity of the weapon frightened him. Soon, Vultog’s clan was on the move again. Clarence never saw him again after that, and blames himself. He was too weak, too timid, to make his father stay. At about 14, Clarence first expressed innate magical talent when he accidentally set the cook on fire. She was fine, only her dress got a little singed. Clarence was a little frightened of his newfound abilities, though his mother explained that magic pops up a lot in the family, even if no one has a definite answer as to why. Maybe someone made a deal with a djinn, or another fell in love with a dragon. Clarence turned his studies now to magic, to see if he could find a way to control the somewhat chaotic energy flowing through him. Soon after this adventure, his mother found new love in a dwarf named Durgin, and Clarence found himself a little sister by the name of Madeline. Durgin stuck around, becoming a somewhat surrogate father to Clarence.
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Trivia of home & culture

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No Children Allowed

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NPCs

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Camilla Egerton
(Mother)

[ Human | She/Her | 48 | Noble ]

Clarence is very close to his mother and admires her above all others. She taught him everything he knows about statecraft, history, and etiquette. She worries about him being an adventurer, but supports him no matter what.


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Madeline Egerton
(Sister)

[ Half-Dwarf | She/Her | 14 | Noble ]

While Madeline gets on his nerves more often than not, Clarence loves his younger sister more than anything. He's very protective of her, even if she's been able to put him in a headlock since she was 10.


egertonfamilyportrait_-_atotalbean_3.png
Durgin Egerton
(Stepfather)

[ Dwarf | He/Him | 230 | Merchant ]

Durgin entered Clarence's life when he was a surly teenager, hurting from having lost his chance at a relationship with his father. While Clarence resented Durgin for some time, he learned that the dwarf was actually going to stick around and the two were finally able to bond.


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Vurtog
(Father)

[ Orc | He/Him | 60 | Chieftan ]

Clarence's biological father. Vurtog is the chieftan of a nomadic orc tribe that honors strength and courage over anything else. Clarence has only met his father once at the age of 7, and did not leave a great impression on Vurtog. He's strived to become worthy in his father's eyes, even if he hasn't seen him since.


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Dusk
(enemy)

[ Drow | He/Him | ?? | CotD ]

Clarence's first brush with the Company of the Dead leadership was Dusk, who immediately used the meeting as a way to threaten Clarence's family. Clarence has despised the man ever since, and has sworn that he will kill Dusk himself.


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Nathlith
(enemy)

[ Tiefling | She/Her | ?? | CotD ]

The apparent leader of the Company of the Dead, Clarence holds a deep dislike for Nathlith. Especially after her implication to use Triel, Clarence is determined to take down the tiefling.


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Party members

Clarence_Triel_Sketch_-_Liz.jpg
Triel
(Best Friend)

[ Drow | She/Her | ?? | Paladin ]

Clarence and Triel first met during the king's masquerade, when both of them jumped to their feet to defend the castle against the animated armor. They've been working together ever since, and have been together the longest out of anyone else in the party. Clarence turns to her when he needs comfort or a push in the right direction. She teases him endlessly, but the two always have each other's backs.


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Ophi
(Best Friend)

[ Half-Elf | She/Her | ?? | Gunslinger/Rogue ]

Clarence and Ophi met on an escort mission to Oceanpointe. While initially distrustful of the stranger, they have grown quite close in their time traveling together. Ophi has a way of getting Clarence to talk about his feelings even when he really doesn't want to. He's also fascinated by her "guns" and wants to try and study them closer.


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Adrian
(Companion)

[ Aasimar | He/They | ?? | Warlock ]

Clarence and Adrian met in Oceanpointe after the events of Highharvestide. Clarence was attempting to flirt with the roguish aasimar, but quickly drew back on realizing his connection to Al'iatahl. The two lean toward an antagonizing relationship - Adrian tends to ignore Clarence's directions on a whim and likes to play jokes on him. Even still, Clarence can easily be flustered when Adrian turns on his charms.


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Russel
(Companion)

[ Dhampir | He/Him | ?? | Barbarian ]

Clarence and Russel met when large fiends attempted an attack on Oceanpointe, and Russel came to aid the party in protecting the refugee camps. Clarence ranges between extremely paranoid of the near stranger to hopelessly flustered by the barbarian's actions. He doesn't always trust Russel, but that drawl of his is very attractive and also... vampire sexy?

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Study
(Friend)

[ Tiefling | She/Her | 17 | Wizard ]

Clarence and Study first met in Dragonhelm, where Study was arguing with a member of the guard because she had knowledge of the actions of the Company of the Dead. The two were fast friends, easily able to connect over a shared love of reading and history. Clarence was also intrigued by her control over magic, since his own seemed chaotic and willful despite his practice. While he was sad to see her leave the party, he's glad they can keep in touch and that she's staying as safe as she can.


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Barnibus
(Friend)

[ Aarakocra | He/Him | ?? | Rogue ]

Clarence met Barnibus in a cursed tree base just outside of Riverholde, where the owl had been kept prisoner for an unknown amount of time. They got along and ended up sharing a room together often, as they were generally the only males in their party at the time. Clarence was grateful to have Barnibus on their side, even if the detective was a little extreme in some of his efforts. The two parted on bad terms after a disagreement over murder arose and Barnibus fled the party in the middle of the night. Clarence intends to see him at least one more time, at least for Ophi's sake.


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Al'iatahl
(Companion)

[ ?? | She/Her | ?? | Cleric ]

Clarence and Al'iatahl met in Riverholde, not long after the cursed tree base incidents. The two butted heads immediately, disagreeing on nobility, authority, and all sorts of other things. They came from two very different worlds and both had trouble seeing another's perspective. When they'd managed to work out some of their problems and seemed to be starting on a tenuous friendship, Al'iatahl was murdered during a confrontation with the Company of the Dead. Clarence blames himself for this.


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[ Tabaxi | She/Her | ?? | Bard ]

Clarence and Veil first met at the king's masquerade, when both of them jumped to their feet to defend the castle against the animated armor. They teamed up together afterwards, and Clarence was fond of Veil's fun-loving nature and upbeat attitude. While her curiosity got them into trouble, she was still a friend he was glad to have. She died in a confrontation with the Company of the Dead inside the cursed tree base. Clarence almost gave up adventuring after her death, but continued on. He learned to play her lyre and named his familiar after her.

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