Xavier 'Lycan' of Arcadia

Prince-Galaxii

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Created
4 years, 4 months ago
Creator
Prince-Galaxii
Favorites
4

Profile


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Xavier Akmeros
Eldritch Knight
Class
Folk Hero
Background
6
Level

Werewolf
Race
Chaotic Good
Alignment
1,400
Exp. Points
Proficiency Bonus +3
Passive Wisdom 15
Strength

18
+4

athletics +2
Dexterity

14
+2

acrobatics +2
sleight of hand +2
stealth +2
Constitution

14
+2

Intelligence

16
+3

arcana +6
history +2
investigation +3
nature +3
religion +3
Wisdom

12
+1

animal handling +5
insight +4
medicine +1
perception +4
survival +4
Charisma

10
+0

deception +0
intimidation +0
performance +0
persuasion +0
Other Proficiencies

Languages
  • Common
  • Greek
  • Latin
  • German
  • English
Weapons
  • Simple weapons
  • Martial weapons
  • Item
Armor
  • All armor
  • Shields
  • Item
Tools
  • Calligrapher's supplies
  • Item
  • Item
Other
  • Vehicles (land)
  • Item
  • Item
HP

55
Temp HP

0
Hit Dice

6d10
Armor Class

16 (18 w/ shield)
Speed

30 ft
Initiative

+2
Attacks & Spellcasting

Longsword +7 1d8+7 slashing
Light Crossbow +5 1d8+5 piercing
Light Domain Mod 0 2 radiant

Mage Hand
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.
Fire Bolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. 2nd level: 3d8 thunder damage 3rd level: 4d8 thunder damage 4th level: 5d8 thunder damage 5th level: 6d8 thunder damage 6th level: 7d8 thunder damage 7th level: 8d8 thunder damage 8th level: 9d8 thunder damage 9th level: 10d8 thunder damage
Detect Magic
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.
Magic Missile
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At higher levels. When you cast this spell of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Feather Fall
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Witch Bolt
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Inventory

Weapons
  • Longsword
  • Light crossbow
  • Item
Armor & Clothing
  • Chain Mail
  • Shield
  • Item
Food & Aid
  • Item
  • Item
  • Item
Misc
  • Item
  • Item
  • Item
Treasures
Arcadian Dagger

A dagger from an old friend. It has carvings on its handle, supposedly a blessing.

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Currency

0
CP
0
SP
0
EP
39
GP
0
PP
Personality Traits

I judge people by their actions, not by their words. If someone is in trouble, I'm always ready to lend help.

Ideals

Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)

Bonds

I protect those who cannot protect themselves.

Flaws

The tyrant who rules my land will stop at nothing to see me killed.

Features & Traits

Demigod: Light Domain
You have a +2 to attacks that are melee and ranged. You can heal in the direct sunlight.
Tavern Brawler
Accustomed to rough-and-tough fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength of Constitution score by 1, to a maximum of 20. (strength) You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Werewolf
Prerequisites: Infection by a Lycanthrope Benefit: Whenever the moon is full make a DC: Crit, saving throw. On a failure, you transform. If you are under the effects of a Draught of Wolf's Bane you are in control of your shifted form. If not, you are not in control of the transformed form. Make a DC: 17 wisdom save, on a fail you are conscious all of your attributes become the attributes listed for a werewolf in the Monster Manual (if your stat is higher you keep it and do not use the replacement). If you are conscious of what you did as a werewolf and wish to not remember what you did you must make a deception check against yourself( the DC is your wisdom score). The DC set to later attempt to recollect events of that transformation is set by this deception check.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Eldritch Knight Subclass
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: - You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. - You can force an attack targeted at your mount to target you instead. - If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
22 years
Age
FtM Transgender
Gender
5’4” (162.56 cm)
Height
125 lbs
Weight

Petite
Build
Arcadia (Labyrinth)
Homeland
Adventurer
Profession
Stoic, level headed
Disposition
About

Xavier is an Eldritch Knight with werewolf blood in his veins. He doesn't express his emotions often, but his actions show that he does care for people. He tends to dress in dark colors, other than his armor, which is silver in color. His preferred weapon is a longsword, but he's able to pick up just about anything to use in combat in a pinch. He is sensitive to very bright lights, and whenever he steps outdoors during the middle of the day he immediately sneezes.

History

Xavier, born as Estelle 'Lycan' of Arcadia, was born to Iris, the goddess of messages and rainbows, and Lycan, the king of Arcadia, the kingdom cursed with lycanthropy and banished into the Labirynth for his sins in cannibalism and murder of his own son. Iris left Xavier with his father, and he was raised entirely in darkness. Being that his father is animalistic in every way at this point, he was passed around the men in the kingdom and was viciously sexually abused- particularly by his own father. He was raised to not complain, emote, or show any distress whatsoever. On top of this, when Xavier first brought up the idea that he'd be interested to go under a masculine name instead, Lycan completely denied it, shutting it down instantly. He trained himself to fight, both for self defense and because the kingdom valued phsyical strength more than anything else. Because of this he is rather skilled at using improvised weapons. The first weapon he ever received was a dagger, which a werewolf woman that was kind to him gave him. It was a family dagger of hers, and it has engravings on its handle, presumably a blessing. He still carries it.

Trivia

Birthday
October 18th (adjusted for in-universe calendar- his birthday modern-day would be August 18th)
Children
He has a soft spot for children, particularly in situations similar to his own. He also has a very strong opinion on slaves and their owners.
Birthname
Estelle is his birth name. Don’t use this in any circumstance unless you want smited on the spot.
Partner Preference
His preference in men is lean muscle and very long hair. For women he tends to lean either toward very soft and pretty girls, or girls who could throw him around like a potato sack.
Heraldic Sign
A phoenix in a ring of fire, an expression of an indomitable spirit.
Signature Style
Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying.
Defining Event
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
I became a folk hero because...
I learned what was right and wrong from my family.
I became a fighter because...
I grew up fighting, and I refined my talents by defending myself against people who crossed me.
Links

Dagny
She is the group’s cleric, a warlock to Jörmungandr, and the horseman of war. She loves the gods… except for Thor, who has destroyed her home and the home of the Frost Giants. She is knowledgeable in a little bit of everything in life. She is a demigod, her mother being Nótt, the Norse goddess of the night.
Navarra
(does not have a toyhou.se profile) She is the group’s sorceress. She comes from Egypt, and her father has taken over the territory.
Runa
(does not have a toyhou.se profile) She is the group's rogue. She grew up in the forest, and her father is Tyr, the Norse god of war. She is childlike, not knowing how much of the world works, and is rather feral in nature.