Avery Duskheart Nightshade

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Tiefling rogue

W.i.p

Avery Duskheart a.k.a Nightshade

W.i.p
Songs inspired:
- The Legend of Vox Machina | The call AMV (youtube.com)
- House of Memories [AMV] (2K SUBS SPECIAL!) - YouTube
- ENEMY x MY WAR | ATTACK ON TITAN x ARCANE (Eren vs. Jinx) [MASHUP] - YouTube
- Decker and Sobieski, Love Death and Robots E10 Shape-Shifters | Living in the Shadows - YouTube
- Les Misérables | Do You Hear the People Sing? (youtube.com)
- https://www.youtube.com/watch?v=Xqj6PykWlww&list=PL07S7yMEJVUyEFpHuo2Zr790ERBPw-taP&index=165
- [Playlist] songs that make you feel like badass assassin (youtube.com)
- ASSASSIN'S CREED ROGUE SONG by JT Music (Remastered) (youtube.com)

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Story: 

Avery, a Tiefling, was born into a life of hardship in a city that held deep-seated prejudices against his kind. Growing up on the unforgiving streets, Avery and his older brother relied on each other for survival. His brother, seasoned in the ways of the wild and urban landscapes, did his best to secure a safe haven for them within the bustling city when Avery was just 13, while his brother was 19.

Their precarious existence took a turn when they caught the attention of Lord Ymene, who, under the guise of benevolence, offered them shelter. Little did they know, the lord had darker intentions and planned to sell them into servitude. Avery's older brother, savvy to the impending danger, orchestrated a daring escape, looting the lord's mansion with a newfound bag of holding and ensuring Avery's safety.

However, the escape came at a cost. A confrontation with Lord Ymene led to a violent altercation. Avery, stabbed in the belly part of his tattoo, and his brother wounded, faced an uncertain fate. The lord, recognizing potential in the tieflings, kidnapped Avery's older brother while ruthlessly throwing Avery out, thinking him mortally wounded.

To the surprise of Lord Ymene, Avery clung to life. Found by the assistant of a local shop merchant, he was nursed back to health. During his recovery, he gathered valuable information about the city's power dynamics and the corrupt rule of the high nobles.

Driven by a newfound determination, Avery despised the inequities of the city and decided to take matters into his own hands. His first priority was to help his friend, the merchant's assistant, by acquiring funds through his thieving skills. Taking on the guise of "Lady Nightshade" or simply "The Nightshade," Avery utilized his charms and shapeshifting abilities, exploiting the upper echelons of society to gather the resources needed to support his friend's endeavors.

As Avery continued his clandestine activities, he honed his shape-shifting abilities, using them to spy on the city's ruling class. The transformation into Lady Nightshade became a tool for gaining valuable information and navigating the shadows, all in the pursuit of justice and retribution for the oppressed in the city. With his past experiences fueling his determination, Avery, now a master of subterfuge and espionage, is ready to unveil the truth and bring about change to the city he once called home.

On his first errand after finally being fully healed, going through the forest to find some herbs, fruits and more. Stumbling into a rather curious kobold gal named Kamai (scales and fur in blue with slight reddish glow) a bard with a fluffy tone.
After giving some food to wander on, Kamaki followed. (A saying as one shouldn't feed a Kobold or you won't get rid of it) Avery, not knowing this, had a Kobold now following.
As well as a first encounter with some spiders
To where Kamaki showed her dislike of these creatures and attacked. With a successful first battle and now a pet spider Avery acquired, the three head back with loot to the new home.

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Allies:

  • Noring (his Big brother)
  • Connor (Merchants son and shop assistant)
  • Briggston (Connors dad and runs the shop)
  • Kamaki, a very lovely Kobold lady with blue scales that shimmer with some red, Bard and very sweet when getting to know her. 
  • Silk Whisk (the name of his spider companion)
  • Marina a fellow Tiefling (who he has a very close bond with but at a point get´s killed by Lord Ymene infront of Avery)
  • Amari a male tall red panda with skills

To Connor

Connor, Son of the Shopkeeper:

Connor is a young and earnest human, the son of the local shopkeeper who found Avery on the brink of death and nursed him back to health. In contrast to Avery's tiefling features, Connor possesses the typical human characteristics, with sandy-brown hair and warm hazel eyes that reflect his amiable nature.

1. Friendly Disposition:
Connor's friendly and open demeanor makes him well-liked in the community. Always wearing a warm smile, he greets customers with genuine enthusiasm, fostering a sense of trust among those who frequent the family shop.

2. Merchant's Apprentice:
As the shopkeeper's son, Connor serves as the apprentice, learning the trade of commerce and gaining insight into the bustling marketplace. He has a keen eye for identifying valuable items and understanding the art of negotiation.

3. Kind-hearted and Compassionate:
Raised in a household that values kindness and compassion, Connor is quick to lend a helping hand to those in need. His compassionate nature extends beyond his immediate family, and he often finds himself assisting the less fortunate in the city.

4. Curiosity and Adventurous Spirit:
Despite the safety of his family's shop, Connor possesses a curiosity and adventurous spirit that aligns with Avery's own desire for change. He's intrigued by Avery's stories and the tales of Lady Nightshade, eager to break free from the mundane routine of the shop.

5. Resourceful Partner:
Connor's resourcefulness complements Avery's rogue-like charm. While Avery gathers information and plots against the oppressive ruling class, Connor manages the shop, discreetly gathering intelligence from the customers and vendors who frequent the establishment.

6. Loyal and Trustworthy:
A steadfast friend, Connor stands by Avery through thick and thin. He sees the goodness in Avery's heart and believes in their shared vision for a better, more just city. Their partnership extends beyond business into a bond forged through shared struggles and aspirations.

7. Aspiring Scholar:
Despite his current role as a merchant's apprentice, Connor harbors dreams of becoming a scholar. He spends his spare time reading books and scrolls, seeking knowledge about the city's history and the intricacies of its power dynamics.

Connor's role in Avery's life goes beyond that of a simple shopkeeper's son. He is a confidant, a partner in their quest for justice, and a beacon of hope in a city shrouded by corruption. Together, they navigate the complexities of their world, bound by a shared sense of purpose and a vision for a brighter future.
Avery treasures Connor deeply and is very protective of his friend.


To Amari


Amari, the tall red panda male Artificer, excels in the magical art of healing and the intricate craft of building and controlling robots in the Dungeons & Dragons style. His nimble paws expertly manipulate tools to construct and repair both magical constructs and mechanical companions. Amari's keen intellect and affinity for artifice make him a valuable ally in any adventuring party, providing crucial support through healing spells and ingenious robotic creations. His vibrant red fur and towering stature make him a distinctive presence on the battlefield, blending the charm of a red panda with the prowess of a skilled Artificer.
He later has the group "stumble" in on his workshop tinkering about
- later makes Connor´s prosthetic legs and arm
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To


To Kamaki


Bard, blue with slight red shines, female,
Story w.i.p


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Skills:

-  Magical tattoo combined with hisTiefling heritage (incubus / succubus combo
- charme
- w.i.p

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Avery is part of an underground Guild (rogue part) who had taken him in and where he feels safe. Able to teleport there whenever needed. 



Underground Guild



W.i.p



Avery's Rogue-like Charm:

Avery's rogue-like charm is a blend of charisma, wit, and a natural talent for slipping into roles that others would find challenging. His tiefling heritage, with distinctive features like curved horns and a forked tail, only adds to his enigmatic allure.

1. Deceptive Guise:
Avery is a master of disguise, capable of adopting various personas effortlessly. Whether it's infiltrating high society events as the beguiling Lady Nightshade or seamlessly blending into the city's shadows, his ability to shift appearance aids his covert operations.

2. Charming Persona:
His charismatic demeanor is both a weapon and a shield. Quick with a smile or a clever remark, Avery can disarm suspicion and gain the trust of those who might otherwise be cautious. This charm has proven invaluable in extracting information from unsuspecting targets.

3. Seductive Tactics:
Utilizing his natural tiefling charm, Avery is not averse to employing seductive tactics when necessary. This isn't just about physical attraction but also a mental and emotional allure that enables him to extract secrets or manipulate situations to his advantage.

4. Master of Shadows:
Avery's time spent on the streets and later in the shadows has honed his rogue-like skills. He moves silently, navigates crowded spaces with ease, and has an uncanny ability to disappear when the situation demands. His nimble fingers are adept at pickpocketing and lock-picking.

5. Resourceful Opportunist:
Avery's rogue-like charm extends beyond interpersonal skills. He's a resourceful opportunist, always on the lookout for ways to turn a situation to his advantage. Whether it's leveraging information, exploiting weaknesses, or adapting to unexpected challenges, he thrives on the principle of making the most of any opportunity.

6. Quick Thinking and Adaptability:
Life on the streets and the subsequent encounters with city nobles have taught Avery to think on his feet. He's adept at improvisation, changing plans seamlessly when faced with unexpected obstacles or alterations to his carefully laid schemes.

Avery's rogue-like charm is a potent cocktail of allure, adaptability, and resourcefulness. Combined with his natural tiefling abilities, he navigates the complexities of high society and the murky underworld with finesse, driven by a desire for justice and a commitment to dismantling the oppressive structures that govern the city.




Tattoo above belly button
Alter self with a slight hinder


for "Alter Self" as his Tiefling species can do this with the bloodline of Succubus / Incubus


Level 2nd  - Casting Time -1 Action - Range/Area (on self)  Duration - homebrew Tiefling time- Shapechanging  

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one  option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an  aquatic environment, sprouting gills and growing webbing between your  fingers. You can breathe underwater and gain a swimming speed equal to  your walking speed.

Change Appearance. You transform your appearance.  You decide what you look like, including your height, weight, facial  features, sound of your voice, hair length, coloration, and  distinguishing characteristics, if any. You can make yourself appear as a  member of another race, though none of your statistics change. You also  can't appear as a creature of a different size than you, and your basic  shape stays the same; if you're bipedal, you can't use this spell to  become quadrupedal, for instance. At any time for the duration of the  spell, you can use your action to change your appearance in this way  again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed  strikes deal 1d6 bludgeoning, piercing, or slashing damage, as  appropriate to the natural weapon you chose, and you are proficient with  your unarmed strikes. Finally, the natural weapon is magic and you have  a +1 bonus to the attack and damage rolls you make using it.

For Homebrew: Avery needs to touch his tatto marking over the belly button and assume / demand the form within to change to (in his case, male or female) since he has a #big wound (scar) done by the Lord who attacked and almost killed him, damaging the tattoo, it´s the only forms he can use at the moment (usually his type can transform into the wanted and desired form of the other to please them and get the energy they need. But in Avery´s case, "stuck" with male or female form,

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Items: 

  • Brosche magical for clothes storage and swap
  • Bag of Holding
  • 2 daggers (short swords with)
  • w..i.p
  • w.i.p
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Enemies:

  • Lord Ymene, who was the one who attacked the siblings, almost killed Avery and kidnapped his brother to sell off at the Market. 
  • Headhunter sent after Avery as the previous “visits” on his travel in older cities and such with nobles has earned appearing. Known as “Lady Nightshade” or in general (when male side is preferred “Nightshade” The headhunter /bounty hunter is sent to find out info on Nightshade and at a point will maybe meet, get tricked and know the secret of Avery, where he will trail down. The promised loot is the reward. 
  • w.i.p
To Lord Ymene


Lord Ymene: The Deceptive Noble

Lord Ymene is a powerful and cunning noble in the city, appearing regal and imposing to the unsuspecting eye. His features, framed by meticulously groomed silver hair and a well-kept beard, exude an air of authority and sophistication. His sharp, calculating eyes, however, reveal the darker machinations hidden behind his polished exterior. While to public he is this rare noble elf, he actually uses a very strong disguise self that helps him. In reality he is a very cunning and manipulative Tabaxi (Lycanbeast type)

A reason he wants Avery gone as Avery discovered his secret. 

1. Noble Demeanor:
In public, Lord Ymene carries himself with an aristocratic grace, participating in high-society events and cultivating an image of benevolence. His attire, adorned with fine fabrics and expensive jewelry, reflects his elevated status.

2. Machiavellian Intentions:
Beneath the veneer of nobility lies a man with insidious intentions. Lord Ymene uses his influence to exploit the less fortunate, viewing them as mere pawns in his grand schemes for personal gain. His wealth and connections make him a formidable adversary.

3. Manipulative Charisma:
Lord Ymene possesses a charm that can be disarming, making it easier for him to manipulate those who underestimate the depth of his deceit. Whether it's sweet-talking allies or convincing rivals, his silver tongue is a potent weapon.

4. Master of Deception:
Known for his ability to wear masks, Lord Ymene is a master of deception. He navigates the intricate web of city politics, concealing his true motives behind layers of false alliances and feigned loyalty.

5. Secrets and Intrigues:
Lord Ymene thrives on the acquisition of secrets. He maintains an extensive network of spies and informants to ensure he is always one step ahead of potential threats. Unraveling the complexities of his plots requires navigating a labyrinth of intrigue.

6. Collector of Unique Individuals:
Beyond the pursuit of power and wealth, Lord Ymene has a peculiar interest in individuals with unique abilities or backgrounds. His desire to possess those who stand out often leads to exploitative arrangements, as seen in his attempt to sell Avery and his brother.

7. Sharp Intellect:
Lord Ymene's intellect is as sharp as his political acumen. He is a shrewd strategist, able to foresee potential obstacles and devise calculated plans to overcome them. His mind is a formidable asset in the cutthroat world of city politics.

8. Noble Privilege:
Lord Ymene wields the privileges of his noble status as both a shield and a weapon. He exploits the biased systems in place to further his own interests, making him a figure of authority that few dare to challenge openly.

9. Dark Ties:
Despite his polished exterior, Lord Ymene has connections to shadowy organizations and individuals who share his penchant for manipulation and control. These ties make him a dangerous player in the city's clandestine power struggles.

In the city's grand theater of politics and deception, Lord Ymene plays the role of the charming noble, concealing his true nature beneath layers of sophistication. His involvement with Avery and his brother serves as a testament to the lengths he's willing to go to achieve his goals, making him a formidable antagonist in their quest for justice.

Appearance
Lord Ymene, a Tabaxi (Tiger) of striking appearance, exudes an air of both regality and feline grace. His fur is a luxurious blend of golden and ebony stripes, reminiscent of a majestic tiger in its prime. His eyes, sharp and calculating, gleam with a predatory intelligence, accentuating the wild yet captivating nature of his Tabaxi heritage.

1. Feline Features:
Lord Ymene's face is adorned with distinctive Tabaxi features, including a set of expressive feline eyes, pointed ears that twitch at the slightest sound, and a set of sharp, retractable claws that he occasionally reveals to reinforce his authority.

2. Elegant Attire:
In public, Lord Ymene dons opulent attire tailored to match his noble status. His garments, adorned with gold and jewels, complement the natural grandeur of his tiger-like appearance. His cloak, featuring patterns resembling tiger stripes, further emphasizes his feline lineage.

3. Graceful Movements:
Lord Ymene moves with a feline grace that is both captivating and disconcerting. His motions are deliberate, every step calculated, adding an air of unpredictability to his already enigmatic persona.

4. Predatory Stare:
When focused or engaged in conversation, Lord Ymene fixes others with an intense, predatory stare. It's a look that hints at the duality of his nature – a charming noble on the surface, but a calculating predator beneath.

5. Tigerish Presence:
Despite his humanoid stature, Lord Ymene's presence carries an undeniable aura of primal strength. His Tabaxi heritage, combined with his noble demeanor, creates an intimidating presence that demands respect, if not outright fear.

6. Purring Charisma:
Lord Ymene's voice, smooth and resonant, holds a subtle purring quality that adds to his charm. It's a trait that draws others in, making them susceptible to his machinations as he weaves intricate webs of deception.

7. Master of Tiger Tactics:
Much like a tiger in the wild, Lord Ymene is a master of tactics. He approaches conflicts with calculated precision, utilizing his cunning and agility to navigate the complexities of city politics.

8. Mystic Tiger Symbols:
Lord Ymene occasionally adorns himself with mystic symbols that pay homage to his tiger-like nature. These symbols, often concealed beneath his clothing, hold significance in Tabaxi traditions and further emphasize his connection to the wild.

9. Tiger's Grin:
Lord Ymene's smiles, rare as they may be, reveal a set of sharp teeth that mirror a tiger's grin. It's a gesture that serves as a reminder of the predatory nature lurking beneath the refined exterior.

In the grand tapestry of city intrigue, Lord Ymene's Tabaxi form adds an exotic and predatory edge to his character. The combination of his feline attributes and noble bearing creates a persona that is as captivating as it is dangerous, making him a formidable figure in the shadows of political machinations.
As well as known in underground "likes to play with his food before finishing it"
imagine the tiger here with expressions https://www.youtube.com/shorts/Xa27kzkx5d0?feature=share

To headhunters

For 1. Lord Ymene took his most skilled assasin and headhunter (a feisty strong female) to hunt Avery and group down. 

Also in later Story as Avery gets under tons of info and loot, the nobles came together and hired a male pro Head and Bountyhunter (who turns out is the father of the Assassine sent by Lord Ymene)



The Bountyhunter (Seeker)


A Moloki (Homebrew) of the old kind who is excellent in tracking down his targets. 



the female assasin later teams up with Avery and co after finding out what Lord Ymene plans (she and the shopassistnat Connor later become a couple)

Enraged after finding out his assasin turned against him, lord Ymene hired a more brutal approach. (A more beastly heahunter) who later rivals with the other from the nobles. Basically who gets Avery and group first. One needs alive, the other dead. And to prevent his daughter from getting killed as well..


Shadowstalker - Death Monarch

https://www.dandwiki.com/wiki/Shadow_Stalker_(5e_Class)

A hybrid of a shadowstalker. They excel in stealth, tracking, and hunting due to their innate ability to blend with shadows, keen senses, and razor-sharp claws. Their danger lies in their elusive nature and surprise attacks.

Always masked and in armor, later revealed to be a woman and one of the best in her class. She and the bountyhunter later form a strong bond.

A death monarch is a mighty force to be reckoned with. They are cunning  and dangerous spellcasters, knowledgeable and cautious masters of a  specific type of necromantic study. They use their own essence to create  a demiplane inside their shadows, made off the same material who forms  the Shadowfell. The shadow of a death monarch is more than the mere  absence of light, but the presence of the shadows of death itself. As a  death monarch grew in power, so does its shadow domains, growing in size  and in utility.

The most terrifying aspect of the death monarch practice consists in its  ability to use the shadows of living creatures as slaves. For some  moments, the death monarch can corrupt the soul of a living creature  with the shadow essence, creating creatures that are nothing but an echo  of its former living self.

Charisma should be your highest ability score followed by Dexterity or  Constitution. Second, choose the sage or the haunted one background.  Third, choose the leather armor, a mace, the arcane focus, and the  dungeoneer's pack.

As a Death Monarch: Shadow lord you gain the following class features.

Hit Points

Hit Dice: 1d8 per Death Monarch: Shadow lord level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Death Monarch: Shadow lord level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Scythes, Simple weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose two from Arcana, Insight, Perception, Religion, Intimidation, Investigation,, History and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scythe or (b) light crossbow and a case with 20 bolts
  • A spellcasting focus
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 2d4x10 gp in funds.

The monarch energy is vastly different from normal magical energy.  Your energy is not pulled from the surrounding area or any of the  material plane, but rather from its own unique dimension of shadows.  This dimension houses your essence, your very being. It is empty, cold,  and devoid of life. You gain the following benefits:

  • You have control over your own dimension. you may open 5-foot  gateway that lead to your dimension. This dimension can take any form  you wish, these can be used to deposit anything you wish within your  dimension. To withdraw something, one must simply think of the desired  item and it shall appear slightly inside the portal, without spending an  action. The dimension have 1000 cubic foot per level you have on this  class.
  • You can store any shadow creature under your control in said  dimension.these shadows do not occupy any space, but the dimension  itself is composed of them.
  • Your Shadows can never actually die, if a Shadow falls in battle or  in any other fashion The Monarch can reassemble them after a period of  time. The amount of time it takes to restore a shadow depends on the CR  rating of the Shadow in question. Up to DM discretion
  • You form a raven from the shadow. This  Shadow Raven is small in size and has a number of hits equal to half of your maximum hits. It has a vulnerability to radiation damage. This  Shadow Raven will behave like a servant and always follow your command. As long as  the raven is within a mile of you, you can take full control of it. In  this state, you share all it feelings and control his actions.
    It will, however, always suggest good ideas on how to solve an issue
    Starting at 1st level, you can use your bonus action to summon a  Raven in an unoccupied space within 30 feet of you, You can communicate telepathically with it and it will always obey your commands.

    Once , the Raven can:

    • In combat the Raven rolls its own initiative and acts on its  turn. A Raven cannot attack, but perform other actions as normal. As a  reaction on the Raven's turn you can cast a touch spell through your  Raven as long as you are within 100 feet of it.
    • Merging into your own shadow, you gain darkvision with a range  of 30 feet and a bonus to your passive Wisdom (Perception) score and  Wisdom (Perception) checks, the bonus is equal to your Charisma  modifier. In this state the Raven cannot be the target of any attack or  other damaging effect; only you can cast spells on it.
  • You may use this trait a number of times equal your proficiency bonus.
    At 3rd level, you can use your bonus action to command your Raven  to hide into the shadows of a creature you can see within 100 feet.  When you do so, you can use your action to see everything near that  creature, similar to the arcane eye spell centered on the target. You  can see through the shadow of that creature up to a range of 1000 miles.
    At 11th level, your Raven offers a passive protection to you.  Whenever it is merged with your own natural shadows, you can use your  reaction to gain resistance to any type of damage. When you do so, your  Raven receives the same amount of damage.
  • You have begun your path to become a lesser divinity of death, controlling a type of magic that focus on aspects of necromancy.
    Cantrips
    At 1st level, you know two cantrips of your choice from the death  monarch spell list. You learn additional death monarch cantrips of your  choice at higher levels, as shown in the Cantrips Known column of the  Death Monarch table.
    Spell Slots
    The Death Monarch table shows how many spell slots you have to  cast your spells of 1st level and higher. To cast one of these death  monarch spells, you must expend a slot of the spell's level or higher.  You regain all expended spell slots when you finish a long rest. For  example, if you know the 1st-level spell inflict wounds and have a  1st-level and a 2nd-level spell slot available, you can cast inflict  wounds using either slot.
    Spells Known of 1st Level and Higher
    You know five 1st-level spells of your choice from the death  monarch spell list. The Spells Known column of the Death Monarch table  shows when you learn more death monarch spells of your choice. Each of  these spells must be of a level for which you have spell slots. For  instance, when you reach 3rd level in this class, you can learn one new  spell of 1st or 2nd level. Additionally, when you gain a level in this  class, you can choose one of the death monarch spells you know and  replace it with another spell from the death monarch spell list, which  also must be of a level for which you have spell slots.
    Spellcasting Ability
    Intelligence is your spellcasting ability for your death monarch  spells, since the power of your magic comes from your capacity of  understanding the workings of the death in order to control it. You use  your Intelligence whenever a spell refers to your spellcasting ability.  In addition, you use your Intelligence modifier when setting the saving  throw DC for a death monarch spell you cast and when making an attack  roll with one.
  • Shadow Extraction


    Starting  at 2nd level, when one or more creatures are reduced to 0 hit points in  the last 48 hours, you can use your bonus action to store the  creatures' souls within your Monarch Dimension . You can have a number of souls stored equal to twice your level in this class.
    As an action, you can raise the shadow of the fallen entity  stored within the dimension, a death echo of the former living creature  of the following types: aberration, beast, dragon, giant, humanoid, or  monstrosity. Roll initiative for the shadow extraction, which has its  own turns. It obeys your verbal commands. The shadow creature has the  same physical and mental capabilities, although it is undead. You can  have as many shadows as you want as long as the final count does not  exceed your level. You can return a shadow to yourMonarch Dimension as an action.

    Darkness Summoning


    You  have unlocked the ability to manipulate darkness near you. You can  diminish the level of illumination in a 120 feet area of your choice.  You can do it so at will. Once per short rest you can also cast the  spell Darkness to a level equal to half of your level in this class  (minimum 1)Ĥ

    Shadow Art


    At  3rd level, you can choose one shadow art that will define your death  monarch practice. You can choose between the Shadow Magic, the Monarch  Knight or the Dark Stalker.
    Your choice will give you features at 3rd level, and again at 6th, 10th and 14th levels.

    Silhouette Armaments


    At  the 5th level, you now have the knowledge to attempt shadow extraction  on objects. The object must be an armor, weapon or equipment, mundane or  magical. When making a extraction on the object, the object is  destroyed and you create a shadowy replica of that item. If the object  is an weapon or armor, your shadow extractions are proficient with it.  If the item requires attunement, this counts against your limit of  attuned items. The item remains stored into your monarch's vault until  you decide to use it on a shadow extraction, which can be decide on the  moment you use that feature.
    You can have a number of objects stored equal to your Charisma modifier.

    Monarch´s Hand


    At  5th level, you can manipulate your shadows as appendages and limbs,  being able to extend them up to a range equal to 10 + (5 x Charisma  modifier) feet gaining the following benefits:

    • You can take any action on your turn that would require your  hands using your monarch's hand instead, when using your Monarch's Hand,  you use your Charisma, instead of Strength, for any Strength check you  make.
    • You can use your bonus action to make two attacks with your  monarch's hand. Make a melee attack for each, causing 1d10 damage on a  hit. You gain one additional attack at 11th level and another one at  17th level. The damage is necrotic.
  • Undead Affinity


    Starting  at 7th level, undead creatures see you as one of their own. Any undead  hostile undead creature within 60 feet is indifferent about towards you.  This indifference ends if the undead is attacked or harmed by a spell  or if it witnesses any of its friends being harmed by you or your  shadows.

    Shadow Exchange


    At  level 7 as an action, or as a reaction in response to being hit by an  attack, you can swap places with a shadow soldier that you can see. You  cannot do this if there is an area where magic is denied, or if for some  circumstance, the shadow is impossible to locate by any means - ex: If  you are in the realms of places like limbo or hell or any astral plane  for that matter, you cannot swap places with your shadow. You can use  this ability a number of times equal to your proficiency bonus plus your  intelligence bonus
    at level 14 you can use this ability on any shadow regardless of distance.

    Clear Mind


    Your understanding of yourself and your surroundings is almost divine, you add your Charisma bonus to Wisdom saves

    Death's Gaze


    Beginning  at 10th level, you have acquired enough energy to become naturally  terrifying, by flexing your monarch energy you attempt to intimidate any  being, whether magically inclined or not. As an action, you can force  one creature within 60 feet of you that can see you must succeed on a  Wisdom saving throw or be frightened of you until the end of your next  turn. In addition, you can add your doubled proficiency bonus as a bonus  to your Charisma (Intimidation) checks.

    Soul Harvest


    Starting  at 11th level, by reaping life you are able to claim a fraction of  those unfortunate creatures souls to regenerate your wounds and fortify  your body. When you or any shadow under your control reduce a hostile  creature to 0 hit points, you or one shadow under your command of your  choice gain temporary hit points equal to your Charisma modifier + your  death monarch level (minimum of 1).

    Shadow Demon


    At  11th level, you learn how to warp your shadow with fiendish energy. You  can spend two uses of your Shadow Servant feature to summon a shadow  demon.
    Once you do this, you can't do it again until you finish a long rest.

    Nightmare


    When  you reach level 15, you can absorb the souls stored in your shadow  vault. You can spend one use of shadow servant and 4 stored souls to  gain 2 of the following benefits for 1 minute:

    • You become one size larger.
    • You gain fly speed of 30 ft (hover).
    • You gain resistance to all types of damage.
    • You gain a bonus of 3d8 to all your damage rolls for melee weapon attacks.
  • Conflux


    Starting  from 17th level, you may converge the material plane with your inner  shadows. You turn the an area 60-foot sphere around you in a death  dimension. All undead creatures under your control can teleport to any  place within the sphere, up to a range equal to their movement speed.
    At the beginning of your turn, both you and the undead creatures  under your control regain a number of hit points equal to your Charisma  modifier, and gain a bonus to their attacks and AC equal to your  proficiency bonus.
    This area lasts for 10 minutes. Once you use this feature, you can't use it again until you finish a long rest.

    The Goal Of Life is Death


    Starting  at 20th level, should you perish, you will not fully die as long as  your monarch dimension still exists. You can use one of these features  once, being unable to do it again until you finish a long rest.

    • You become able to enter in your dimension of shadows. You can cast demiplane, creating an opening to your monarch dimension.
    • When you die, your soul is transferred to your monarch dimension,  and you return on your next turn with all the benefits of having  completed a short rest.
  • In addition, whenever you die without using this feature to return,  your body will be replicated on your demiplane of shadows over the  course of a week. The new body is physically identical to the original  and has the same personality, memories, and abilities, but none of your  equipment. Your physical remains, if they still exist, become inert and  can’t thereafter be restored to life, since the your soul is in your  body of shadows.

    Shadow Arts

    Shadow Magic


    The  death monarchs who follow the shadow art of Shadow Magic can extract  the arcane power present in their victims as a fuel to their own  spellcasting.
    Diligent Apprentice

    At 3rd level, you gain proficiency in the Arcana skill. You can add the double of your proficiency bonus if you already are proficient in it.
    Dark Arcana

    Starting at 3rd level, you can use the souls contained into your  shadow dimension to create magical power. You can spend two uses of your  Shadow Extractions to create spell slots. The level of the spell slot created equals your proficiency bonus.
    In addition, you learn one cantrip from the wizard spell list. You can spend one use of your Shadow Extractions to replace this cantrip for another one from the same spell list.
    Book of Shadows

    At 6th level, you learn how to create magical effects using your  inner darkness, mimicking spells. The book contain two spells from the wizard spell list, and you can write new spells on this spell book, as if you were a wizard,  spending the same time and gp, and using the same process. The highest  level of spells that can be written on your book of shadows equal to the  highest level of spell slot that you can create with your Dark Arcana.
    You can prepare a number of spells equal to your Charisma modifier on this spell book.
    To cast spells written on your book of shadows, you need to spend  a spell slot of one level higher. For example, you need a 3rd-level  spell slot to cast a 2nd-level spell.
    When you cast a spell from your book of shadows, you are actually  casting a shadow variant of that spell, which generate some variant  effects. The spells are visually different: lighting become pure  darkness, illusions always have a black aura surrounding them. All  damage from the spells cast with this feature cause necrotic damage,  instead of the regular damage, and any spells that change the appearance  of a creature, object or place give advantage on saving throws for creatures trying to resist their effects.
    Shadow Clone

    At 14th level, you can craft a shadow version of yourself. You can cast simulacrum,  without needing to offer any of the spell components. You can't have  more than one simulacrum created by this feature at the same time. Once  you summon your shadow clone, you can't do it again until you finish a long rest.

    Monarch Knight

    Armor of Shadows

    Starting when you choose this shadow art at 3rd level, you learn how to cover yourself in your shadows for protection.

    • You can summon your armor of shadows as a bonus action, and you gain an AC equal 11 + your Charisma modifier + your Dexterity modifier, if you are not using an armor or wielding a shield.
    • Your armor of shadows give you resistance to necrotic damage and you  gain, at the start of each of your turns, a number of temporary hit  points equal to your level in this class.
    • You can use your bonus action to make a shadow weapon appear from your armor of shadows. You can  choose the form that this melee weapon takes each time you create it.  You are proficient with it while you wield it, and you can use your Charisma modifier, instead of your Dexterity or Strength for your attack and damage rolls with it. This weapon counts as magical  for the purpose of overcoming resistance and immunity to nonmagical  attacks and damage.
  • Your shadow weapon disappears if it is more than 5 feet away from you  for 1 minute or more. It also disappears if you use this feature again,  if you dismiss the weapon (no action required), or if you die.
    shadow commander

    Starting at 6th level, you can attack twice, instead of once, each  time you take the Attack action on your turn. You can also summon more  than one shadow, as long as it does not exceed your CR
    Marshall

    When you reach level 14, you are able to command death itself.
    You choose one of your shadows and promote it to a Marshal, this grants it the following benefits

    • A life increase equal to twice your class level.
    • The CR is considered half
  • Dark Stalker

    Shadow Jump

    Starting when you choose this shadow art at 3rd level, you can hide  into your monarch dimension as a bonus action, remaining in it until the  beginning of your next turn, working as if you were being targeted by  the banishment spell. While in your monarch dimension, you can't be target of any  attacks or effects, and can't take any actions other than exiting the  monarch dimension, reactions or bonus actions. You can jump out of your  pocket dimension as an action on your turn.
    In addition, while grappling a creature, you can bring this  creature to your monarch dimension as a bonus action. When you do so,  the creature take 1d8 necrotic damage each turn it starts inside it. At  the start of each of its turns, the creature can make a Strength saving throw against your spell save DC to escape the monarch dimension.
    Lurker in the Shadows

    At 3rd level, while you are in an area of dim light or darkness, you gain advantage on your Dexterity (Stealth)  checks. In addition, you can see in normal or magical darkness up to a  range of 120 feet, if you already have dark vision, you add 120 ft to  its radius.
    Shadow Dancer

    At 6th level, you gain the ability to step from one shadow into  another. When you are in dim light or darkness, as a bonus action, you  can teleport up to 60 feet to an unoccupied space you can see that is  also in dim light or darkness, or to the position of a shadow under your  control.
    In addition, you move freely trough shadows. In any area of dim  light, darkness or covered in some type of shadows, you gain additional  10 feet of movement. You ignore difficult terrain under these  circumstances and can walk through walls covered in shadows.
    Corrupt Shadow

    At 14th level, you can use your bonus action to enter the shadow of a  creature you can see within 120 feet. The creature must make a Dexterity saving throw against your spell save DC, allowing you to enter on a  failed save (creatures warded by a Protection from Evil and Good or  Magic Circle spell are immune). While inside its shadow, you can't be  target of attacks or spells, except spells or effects that target undead  or are used to stop possession. While in its shadow,
    When inside its shadow, you can drain its vitality. At the start of each of your turns, the creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature loses 1d8 + your Charisma modifier hit points, and you regain the same amount. If you reduce the  creature to 0 hit points using this vitality drain, the creature becomes  a shadow under your control for 24 hours on the start of your next turn. In each  of its turns, the creature can use its action to make a Wisdom saving throw to try to expel you from its shadow.
    In each of your turns, you can use your action to make a single attack with advantage against the creature, jump temporarily from its shadow to make an attack. You can exit its shadow as a bonus action.

    Multiclassing


    Prerequisites. To qualify for multiclassing into the death monarch class, you must meet these prerequisites: 15 Charisma. or 17 Dexterity
    Proficiencies. When you multiclass into the death monarch class, you gain the following proficiencies: simple weapons and light armor.

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stats for giant spider named Silk Whisk


Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 1 (-5)
WIS 12 (+1)
CHA 2 (-4)

Skills Stealth +7
Senses Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 11
Languages —
Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

This Giant Spider is a common creature found in dark and damp environments, often dwelling in caves, forests, or abandoned places. With its potent bite and ability to create webs, it makes for a challenging encounter for low-level adventurers.


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Alternative future??
At a later point in adventure, the things get closer as the Tigerlord Ymene locates Avery, seeing as he is alive. Making plans and to invite in secret, knowing of Averys plans. With his tiefling friend, getting them inside the mansion, a battle and where Avery loses his beloved Tiefling friend infront of his eyes, unable to do anything. For now. As the Tiger mentions "to whipe out the weak for now" as they served his purpose, a huge explosion is seen from the back and the location of his best friend. Upon a battle where Avery´s Tiefling bloodline "awakens" fighting strong against the tiger and minions, but not strong enough. With him grabbing his Kobold friend and preventing from dying, both hurt, teleporting back to the shop and surrounded by fire. Getting to the point where his friend Connor was under the burning piles of wood, fearing of losing him. Barely managing to get him out and teleport far away. With his friend, deeply hurt, the kobold and him etting out of the city which was partly in flames.

They move to another place and far from the city. The tiger has sent his own hunter to get rid of Avery and the group, (personal hunter of the Tigerlord)
Connor got prosthetic legs after the accident or something similiar along burn scars.

This is a reason the group don´t stay all too long in one place or city as they need to move on, finding information and trying to save his brother (along trying to stop the tiger)

Avery becomes here more secluded and doesn´t open up to strangers.
Very protective of Connor, his (maybe spiderfriend who survived) and Kamaki.

With the conclusion and finally finding his brother, turns out he was molded into a noble himself as he had landed in quite a good spot later (in believing his brother was dead that day, having to carry on himself) and managed to get to a high up position. Becoming one of the nobles and.. one in charge of the underground sections (basically turned evil but in his eyes he is not) and see s Lord Ymene as a father figure. Making this a heavy reveal on Avery´s part as he now has his own brother on the bad side and will try to stop, convince or .. in worst case, kill.
Outcome unknown.

w.i.p