Ives

xmoriartea

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Created
5 years, 1 day ago
Creator
xmoriartea
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Profile


I V E S

half-elf warlock undying

noble neutral good arcanist

7

Level

42543911_qJkgsyYMmLfpbhH.png

Pronouns

he / him


Age

35


Orientation

disaster


Overview

Ives is an arcanist, a wanderer, he knows things and likes to know people. A bit soft spoken, he is never one to be spoken over or allow others to be spoken over. Everyone, he claims, deserves the chance to be heard and to learn from one another.

To his fellow travelers' dismay, sometimes, Ives really does take that "everyone deserves a chance to learn" philosophy to heart. If bandits and cultists are slain and their wicked deeds put to a stop by him and his, Ives is quick to cast spare the dying where here can. After all. How else can they learn from their mistakes?

Pact of the Undying

Having been saved from a terrible fate by the lich Anwar, Ives agreed to willing become his ibshut, a mortal phylactery. The process took its toll on them both and extended some of Anwar's power over undeath to Ives.

Though Ives is fully alive by all accounts, there is an undercurrent of undeath about him that certain creatures - namely undead - can pick up on.


Background

Ideals

Anyone can be a potential friend if given the chance.

The loss of life is a regrettable, you can not learn from your mistakes in death.

Bonds

Your loyalty to your patron Anwar and the protection of your shared secret comes above all else.

Flaws

You are unable to recall the finer details of your life prior to waking in your patron's care.


Hidden Memories

Ives recently became aware of the fact that he has missing memories. And while he no longer feels the static when he tries to recall something of his past, these memories still evade him.

10

STR +0

+0
Athletics

8

DEX -1

-1
Acrobatics
-1
Sleight of Hand
-1
Stealth

16

CON +3

14

INT +2

+5
Arcana
+5
History
+5
Investigation
+2
Nature
+5
Religion

16

WIS +3

+3
Animal Handling
+3
Insight
+6
Medicine
+3
Perception
+3
Survival

19

CHA +4

+4
Deception
+4
Intimidation
+4
Performance
+7
Persuasion

Coins


100

copper pieces

328

silver pieces

8531

gold pieces

922

platinum pieces

Magic Items


Wand of the Pact Keeper +1 Ivy Wand

Such wands are unique to those who make pacts for their magic. While casting with this wand, you gain a +1 bonus to spell attacks and saving throws. In addition, once per day you can regain a warlock spell slot from the inate power of the wand. This particular wand is of ebony wood and features ivy etchings inlaid with gold.

Book of Shadows

Your patron gifts you a grimoire which allows you to cast a number of spells normally unavailable to warlocks. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ring of Protection X 2

While wearing this ring, you gain a +1 bonus to saving throws and AC.

Bracer of Dispel

While wearing this gold bracer, you can cast Dispel Magic once a day.

Boots of Elvenkind

While wearing these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Stealth checks that rely on moving silently.

Immovable Rod

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity.

Kinetheticback Tome

A book of unknown age and origin, this tome cannot be destroyed and appears to devour the magic put within its pages. In exchnage for a lifelong bond with the book, its owner can create a sanctuary on another plane of existence and access said sactuary by feeding the book magic. The grander the sanctuary, the more magic required by the book. The book itself rsembles and old green door, but the sanctuary is dictated by the user.

14

AC

-1

Initiative

30

Speed

13

Passive Perception

Cantrips



Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: S, M
Duration: Instantaneous


You hold a blank sheet of paper, a book with empty pages, or a similar material over a nonmagical document and this spell produces a perfect copy. Each casting of this spell duplicates a standard 8 inch ×10 inch quarto size. Attempts to copy magical text of any sort will automatically fail.


Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Up to 1 minute


You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.


Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


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.


Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 1 minute


You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: 1 round


You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous


You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Necormancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous


You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Necromancy cantrip
Casting Time: 1 action
Range: Toucht
Components: V, S
Duration: Instantaneous


You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute


You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Pact Slots LVL 4



4th lvl Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour


You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.


3rd lvl Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous


You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

4th lvl Abjuration
Casting Time: 1 action
Range: Self/10 feet
Components: V, S
Duration: 8 hours


You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.


2nd lvl Divination
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous


You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


4th lvl Abjuration
Casting Time: 1 reaction
Range: Self
Components: V
Duration: 1 minute


When you are hit by an attack you can use your reaction to call on your patron for aid. An avatar of your patron wreathes your body for the duration and sheds light, either one level higher or lower than what you are currently in, in a 10-foot radius around you. While the avatar is present, you gain the following:

+2 bonus to AC +2 bonus to DEX saves

In addition, whenever a creature within 10 feet of you hits you with an attack, the shield erupts with energy. The attacker takes 2d8 force damage from the shield.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


2nd lvl Illusion
Casting Time: 1 action
Range: 120 feet/20 feet
Components: V, S
Duration: Up to 10 minute


For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


3rd lvl Necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 1 minute


You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.


3rd lvl Necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 1 minute


The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Feats & Invocations



1st lvl Abjuration
Casting Time: 11 minutes
Range: 30 feet
Components: V, S, M
Duration: 8 hours


You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


2nd lvl Divination
Casting Time: 11 minutes
Range: Self
Components: V, S, M
Duration: Instantaneous


By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results Woe, for bad results Weal & Woe, for mixed results Nothing, for unremarkable results

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


1st lvl Abjuration
Casting Time: 1 hour + 10 minutes
Range: Touch
Components: V, S, M
Duration: Instantaneous


You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.


1st lvl Divination
Casting Time: 1 action + 10 minutes
Range: Self
Components: V, S, M
Duration: 1 hour


For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.


1st lvl Divination
Casting Time: 1 action
Range: Self/30 feet
Components: V, S
Duration: Up to 10 minutes


For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


1st lvl Conjuration ®
Casting Time: 1 hour + 10 minutes
Range: 10 feet
Components: V, S, M
Duration: Instantaneous


You gain the service of a familiar, a spirit that takes an animal form you choose. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


2nd lvl Necromancy
Casting Time: 1 action + 10 minutes
Range: Touch
Components: V, S, M
Duration: 10 days


You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.


1st lvl Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous


A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.


1st lvl Abjuration
Casting Time: 1 bonus action action
Range: 90 feet
Components: V, S, M
Duration: Up to 1 hour


You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


1st lvl Divination ®
Casting Time: 1 minute + 10 minutes
Range: Touch
Components: V, S, M
Duration: Instantaneous


You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


1st lvl Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 8 hours


You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


2nd lvl Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous


Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


3rd lvl Evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S
Duration: Instantaneous


You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.


2nd lvl Transmutation
Casting Time: 1 action + 10 minutes
Range: Sight
Components: V, S
Duration: Up to 1 hour


You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.


3rd lvl Illusion
Casting Time: 11 minutes
Range: 30 feet
Components: V, S
Duration: 1 hour


A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.


3rd lvl Evocation
Casting Time: 11 minutes
Range: Self/10 feet
Components: V, S, M
Duration: 8 hours


A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Background


Position of Privilege

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.

Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. However, you are unable to clearly recall this event and are unaware of the effects it has had on you.

Proficiency


Languages

Common, Elvish, Sylvan, and Undercommon.

Skills

Arcana, History, Investigation, Medicine, Persuasion, and Religion.

Saving Throws

Wisdom, Charisma.

Armor

Light armor.

Weapons

Simple weapons.

Tools

Dragonchess set.

Half-Elf


Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility

You gain proficiency in two skills of your choice: Arcana and Medicine.

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Undying Warlock


Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. Once a day, you can regain hit points equal to 1d8 + your CON when you succeed on a death saving throw. Twice a day, you can regain the same hit points when you stabilize a creature with Spare the Dying.

The Beginning

Once upon a time there was a young noble son. He, like his parents, had some far distant relative, alive and well somewhere, who was an elf. Life was very good for this young noble. He was not the heir to his family's lands, so he was encouraged to follow his own interests and make something for himself. W̷̝̻̘̯͉̝̪̘̦̜̲͂̈́̀̏̋̀ͅh̵̛̺̲̘̳̮͍͍̥͈̹̜̟͍͑̉̃̉͑̾͊͌̄̚ã̶̡̧͍̦̣̬̘͉̆̈́̅͛t̸̙̭̭̭͚̼̯̺͂̉̆̓̑̏͊͂̀̚͜ ̵̡̲̯̥̯̩̞͇̣͖̋̀͐̇͌͂̃̍̔̐̊̾͆̓͘ͅd̷͚̥̩̹͕̟̆͜i̶̢̲͚̮͍̹̲̠̮̦̤̬̓͌̇͒̏͆͑̒̅͆͘͠͝͠͝d̵͎̮̘̙̰̺̘͙̖̻̼͕̯͒̋͛͛̅͒̽̍͐͋͌̕ͅ ̷̙̤͕̤͈̝̅ͅh̵̘̹̫̣͔͎͙̣̀͛̇͒̀͛͂̓̈́́̕͝͝ė̴̗͘ ̵̩͔̯̭̦̥̫͖̻͍̤͒̽͐̊̍l̵̨͍̰̥̘̝̬͔̭̰̯͎̰̀̂͑́̊̑̈́̐̑̓̐͋͊͠į̷̗̩͖̰͆͂͆̊͌͒͘͜͝͝k̴̡̨̨̛̘̻̮̥̟̳̘͇̮͊̓͋͘e̶̟͉̯͙̦̪̼͎̞̝̠̫̝̘̒͊̈͝ͅ?̷͖̪̟̺̻͎̺͂̀ He was happy.

He left home to pursue h̶̟̻̠͉̳̫̰̰̯̦̰̯̋͑̀͗̆̉̆̂̆̈́́͜ͅi̵̢̲͍̱̰͍̋̃͝ș̴̱̣̥̱̝̞͕͈̣̥͔̤͜͜͝ ̸̦̌̊̏͘p̴̖̺̰̐ͅà̵̛̛͖͔̙̤̘̐̓̒̏͗̐̈́̎͂̒́͠s̵̨̢̡̘̤̹̠̬̋̎̔̋̆̎̀̃̉͜͠s̴͓͍̻͉̲̐ì̶̧̨̭̙͎͓̬̪͓̺̗̯̦̿o̶͇͍͎͇̮͖͙̍̆͆n̴̨̫̠̰̙̉̓͂͜?̶͚̈́͛ ̷̛̲̱̺̲͖̰̜̤̘͓̖͕̰̄͂w̵̱̉̾̔̓̽́͑́͗͆͛͘͝͠h̵̝̗̪͓̰̮͖̞̯̒̀̐̀̏̂̈̓͝͠͝a̶̡̮͙̘͖̬̖͒͛͒̑̾͐̎̆t̸̡̗̘̯̭̥͔̖̒͌́̅̃̃̈͆͌̾͘ ̸̙̞̟̪̘̞̞͕͔͔̾̽̀̿̔͝p̴̨̡̧̻͕͔͓̘͆͒͛͛̍͊̈́̅̈́̂̎͘͠a̷̘͍̠̱̺̻͎̔͌̑͐̌̕͜͠ś̶̛̘̿̾̈́̄̉͋̔͊̽̽s̵̙̘͚̯̫̮͕̟̅̍́͗͌̀̋͑̑͗̄̔̍͘ͅỉ̴̙̙̣̥͆̂̎̀̋̀̄͌̚̕͝͝ȍ̷̢̡̜̺̙̩̝̲͎̔̈̏̃̇̾̕͘͝ņ̵̨̨̮͖̭̼̦̯̇̐͑͜?̷̢̧͚͕͓̗͇͇̪͎̥̄̌̽̋̐͂̿͐͂͝͠ and came to study at ẁ̸̧̦̥͕̲̞̝̃͛͊͊̀̒͂̇̐̈́̐̀h̵̛͎̟̯̱̜̣͕̖̤̪̞̙̉ě̷͈͓̮͉r̴̢͙͚̻̥̦̯̬̠̣͖͉͍̆͜ḛ̵̢̧̛̿̾̔̆͆̓̀͒̆͋͑͊ ̴̢̭̗̥̪̑̓̉̀̾͜d̴̢̡̢̡̼̲͎̙̗͇͚͇̿̍̍̈́í̵̡̥̥̟̣̤͉̗̫̦͖̘̰̳̰̄̅͂̂̃͗̓̎̒͠d̵̢̡̹̤̦̻͍͉̰̝̪̘͕̖͊̎́͑̑͋̈́͒̽͐̃͒̿̕ͅ ̷̨̢̡͕̭͉̲̭̞̝̜̀͊͑̐͐h̷̨̦̙̰̣̤̲͖̺͒͊̀̊̽̒̔̅̂̇̈́̽̃̆͜͜e̴̗͈̮̼̹̜̦̖̫͑̾̓͛̑̅̑̅̈́͛͑͛̕̚͠ ̵̲̘̘̟͖̥͐̊̿̓̈́̇̄̑͛͑͠͝š̸͔̹͙͍̬͔̩͓̬̪̝͕͓͈̾̎̋t̴̢̬̟̠̭̦͆̅͗͒́̉͐́̇͛̌̅̆͝u̷̺̘̭̝̝͋͋̕ͅd̶̹̞̫̈̾̐́̓̌͆̽͑͆͝y̸͓̯͕̝͚̜̆̒̈́̈́̏́͛͋͋͆̚̚ͅ?̵̢̝̟̤͇̜͉̥̻͐͛͒̐̋́̃̎͒̊͘̕ with the High w̴̜̭̥̺͚̘͔̲̝͍̣͗̏͘h̴͎͎̠̼̲͕̭̺͇̿̐͝ǫ̴̯̝͚̼̗̺͇̪̻͔̦̳͗͆̌̅?̵̧͕̣͔̗͔̼̼͇̦̠̘̗͕́̐͌̾͗̉̎̐̿͛͑̚̕̕. He was a bright boy. He was doing good. Ẁ̷̢̭̱̯͍̜̗̰̙͍̼̈́̑͒͌͜͝ͅh̸̻̯͍̼̓͊͂̔ͅa̷̢̰̞̻̟̥̿̄́́͒́̌ṭ̷̢̣̰̠̩͉̥͉̯͕̔̇̍͂̒ͅͅ ̷̥̳͍͙̙̹̤̰̽w̸̧͓͚̙̮̼̬̙̟̪͂̎̽̈̈́̐̉͘͜͝ͅͅa̶̡̧̰͕͇̱̭̺̻̖̞̍ͅŝ̸̝̳͚̠̬̼̒̑̔̉͌͛̇̽͜͝͠ ̶̢̛̞͊͌̋̒͝h̷̝͚̦̄̀͂̉͗́͂̈́̓̄̈͠ȅ̶̡͙͉̟̫̦͓̳̣͖̦̗͒͜͠ ̸̛̘͖̟̻̺̗̣̙͉͊̿̐̓́̆̚͠d̶̫̎͂̒ṓ̵̢̡͙͙͇̘̘̦͎̟̝̯̗̘͒̈́̏͊̏̇̚͠i̷͔͍̫̋ͅn̶̛̺͊̅̌̏̆̓̅͂͐̚̚g̸̛͎̯̖̃͒̋͒͆̇̃̌̋̎͒͌͝?̴̡̡̛̠͈̪̮̺̫̫͔̰̰̽̑͊̒̑̃̓̌́̽͜͝ͅͅ

When it came time for him to set out on his own once more and put all he'd learned to good use, the young noble i̸̢͚̬̯̹̖̰̗͉̖̩̠̒̇̂̀́̓͊̓͘s̵̖͎̈̾ ̵̠̗͚̠̔̆̍̿͌͒̆̃̉̾̕͝͠͝͠ͅt̵̢̨̖̻͙͖̘͉̪̯̤̪̯́̚ͅh̵̥̦̙̜̥̆́̿̚ą̴̫̜̯̳͍̜̭͖̖̭͊̽͊́̓̊͒̈́̈́͗͑͒͜͝ť̶̻̤̰͇̯͂͗ ̶̹̱͇̝͉͖̊̀͛͐̈́̌̅̌͜͜w̸̢̡͉̜͎͇̮̟͈̹̝̤̮̐̀̈̆͘h̶̡̢̧̡̧̙͖̼̼͎̹̝̣̓̌̄̄̈́̇̽̋̈́̒̐͜͝͠a̶̜̱͇̔̑̏͆̐͊̔̓̓̑͂̑̕t̷͈̖̗̲͐͆̈́̈́̈́̏̑̇̀̅͐̆̚͜ ̸̛̟̻͍̤̞̘͚̪̣͑̆̇̓͊͐̈̈̾̽͛̌ͅh̴̼̘̼̝̺̝̙͍̻̝͍̦̀a̶̢̮͖̣̗͚͇͈̮̳̲̽̂̀͒̀́̈́͆́̓͆̕͘͝ṕ̵͚͍̭̗̬̳̹̣̃̈́̍̂̆̎̒̄p̵̧̧̢̦͚̼̥̬̤̯̻̲̤͎̔͆͘ͅȩ̶̜̻̣̣̲͈͇̣̪̟̅́͆n̸͉̫̳͈͕͍̍ë̸̡̗͍̯̥̮͈͎̗̘̙́̒̾̉̋͑̃͜͝͠d̵̢̢̲̝̫̋̑͒̏̐̇̉̽̄͑͘͝͝?̸͓̻̬̙̬̈́͒̆ met a terrible fate. But just in time, he was i̵̪͇͓̮̠̺̲͍̠̲̾̍͗͑͆͒́͆̚͝ͅş̵̢̨̟͓͔͖̬̜͔̲̹́̏͐͋̐͐͐̔͐̏̿̓̚͜ ̷̨͖̩̫̬͎̩̝̘͉̼̼̭͍̭͑͛̔̈́̏͆̌̇̕t̵͎͓͗͌̽̂͋̆̊̎͂̄̕͝h̶̙̖̃͊͑̓̊̽ä̴̛̛̺̥̹̗̭̫́́̓͒̕̚͘ͅt̶̢̢͎̲͚̼̩̳̗͎̳͖̖̖͆͌ ̵̡̲̬͍͎͐̽̉r̴̹̦͖͔͍̦̯̱̫̜͎̄̎̄̓̃͒̆̊̇͛̈́̚͝͠î̷̛̛͕̥̳̈̄͂̉̎͗͋͌̃̽̕g̵̖̼̤̽̓̏̾̃͑̈́͝h̴̢̳̥̥̬̑͐͊͋̑̆͛͐̍͝ͅt̵̢̛͚̥̘̆͐̇́̅̀͗͠͠?̵̥͖̂̿̄͒̆͑̌̈ saved by a helpful stranger who ì̶͔͜s̴̢͓̠͙̠͈͕͙̳̮͖͚̜̔͐̑ ̴̥̹̙̲͛̐͗̍̂̈́̆͐͗̋͠ẗ̶̢́̌͑͊͋̐h̸̨̨̛̾̇̔͐͐̅̈́i̸̡̗͖̪͇͊ͅs̵̨̼͎̭̙̜͉̙͕̭͓̔͌̿͂̚̕ͅ ̴̧̰̪̺̗̜̱̯̦̅̎̀̍̊ͅr̴̙̘̼͕̰̤͍̞̃̆̋̄̇͆̅͂̄̂̃͜é̶͉̺͐̄̓̕ą̷̛͖̺̘̹̖̭͈͙̼̰̒͐l̴̝͚̜̘̑̍͑̔?̶̢̢̨̭̹̤̥̜̬̘͖̭͖̞̉̄̔̍ took him in and helped him recover.


The Awakening

In the wake of an accident he can't quite remember, Ives was saved by the most unlikely sort: a lich. Inspite of all the whispered rumors of liches and their dark deeds, Anwar was nothing but kind to Ives. He rescued him from a cruel fate and brought him home to his tower to recover his strength. Anwar was nothing like those liches, Ives quickly learned. He was a scholar at heart, simply using his immortality as a means to learn and keep learning — something that spoke to a core part of Ives too.

Ives was slow to reach his full strength, but Anwar seemed to enjoy his company. They grew to be friends as the days went by and in that time, Ives learned a secret Anwar had been hesitant to share with him. Anwar's ibshut, the source of his immortality, was damaged. It was a long and grueling process to repair it by usual means, but Anwar mentioned there might be a way to restore it — if Ives was willing, of course.

There was a very, very old ritual that Anwar had only recently unearthed, but it was dangerous. Ives had to be very sure. But Ives wanted to help. So, to repay a debt and aid a now very dear friend, Ives volunteered himself for the process that would save Anwar and extend Ives's own life: becoming a mortal ibshut.


The Journey

The ritual was taxing, leaving Ives almost as weak as his injuries had, but it was successful. Immediately, both he and Anwar felt the changes, being far more attuned to each other than they had been prior. Anwar seemed constantly aware of Ives's physical location even at great distances and Ives now had access to that same well of magic Anwar did.

In his travels, to keep himself and his friend safe, Ives claims to be a wandering arcanist with a somewhat vague past. He speaks nothing of the handsome stranger who sometimes visits him in the night and is definitely not a lich, no sir.

And there's no connection between the exhaustive bouts Ives suffers just before said handsome man arrives in the night. Clearly, you're reading too much into it.


The Campaign

In a weird series of events involving an amnesic dragonborn imprinting on the wandering arcanist, Ives has found himself in the oasis city of Ashmenemhat deep within Wesmentho's borders. After assisting in a missing person's case, acquiring the deed to an old inn, and discovering some dark secrets about a local dive, Ives's trip to the city has become more than a simple festival excursion.

Anwar

Patron Lover?

Despite what's said of liches, Ives has never felt anything but safe with Anwar. Though he's left the safety of his tower for a time, he has every intention of returning and continuing to live and study with the other half of his soul.


Briar

Familiar

When Ives set out on his own, the gift of a familiar was placed upon his skin. As tattoo settled across his shoulder, Ives willed a creature from ink and magic into existence: Briar.


Gnort

Companion

A dragonborn from stone and magic at the will of an amethyst dragon. Ives appreciates Gnort's company, even if their approach to life and civilization is... unique at best.


Aerine

Fey Knight

When Ives found a petrified person below the city, he never expected them to be a fey from his past. Together, Aerine and Ives are attempting to make sense of what they've missed in the last four years.


Vinali

Ally

A paladin of Celestian rescued from the Undertunnels, Vinali's oaths and beliefs have set her and Ives at odds more than once. But now, turning her back to her order, Ives is even less sure what to make of the half-elf.


Astraar

Adopted Dragon

Found trappped in a magical prison beneath the city, Astraar is a young emerald dragon lost in time. Eleven years old and born over a 4000 years ago, Ives and Gnort have no idea what to do with this hatchling but try to keep him safe.

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  • Ives has a slight figure and pointed ears from his half-elf heritage.
  • Black-blue hair with a white undercut, his dark bangs cover his right eye and the tattoos there.
  • His left eye is deep sapphire blue. His right eye is blind/white and always hidden.
  • Beneath his hairline and bangs on the right side, Ives has scars resembling a shattered a porcelain doll pieced together.
  • Ives typically wears many light layers to cover up his tattoos, resulting in a series of capes, shawls, and scarves over well tailored clothing. He favors pieces in neutrals, dark blues, and accents these with arcane gold jewelry.

Tattoos

Arcane circles, lines, and sigils decorate his skin from the ibshut ritual, appearing almost like scars. With most usually hidden by clothing, the circle that crosses over his scar and blind eye can sometimes be seen glowing when casting magic. During more stressful uses of magic, these and his blind eye sometimes emit a white glow.

The black ink tattoo on his right hand is the only marking that predates the ibshut ritual. He woke up with that tattoo already on his skin.

Note on Design

There is no wrong way to handle drawing Ives's clothing or jewelry. He has an extensive and ever rotating wardrobe to pull from. As long as he is covering up his tattoos, anything that vibes with his base design is welcome and new styles are always encouraged.