Thane Estan Sutherland (Fantasy RP)
I D E N T I T Y
Full Name: Thane Estan Sutherland
Nicknames: Thaney, Suth
Age: 25
Gender: Male
Sexuality: Bisexual
Species: Human
A P P E A R A N C E
Face Claim: Miles McMillan
Hair Color: Dark brown, almost black
Eye Color: A light, almost dusty brown
Body Type: Thane has a typically ectomorph body shape, with slightly broader shoulders than hips and quite defined legs.
Outfits:
Height: 5'11
Piercings: None
Tattoos: None
Scars: He has a large crescent shaped scar on his right palm, multiple smaller ones across his chest and back, a straight, horizontal scar on his left forearm, and a identical vertical scars just under his knees.
Other Details: He has numerous freckles scattered across his arms and chest, something he wishes he liked but can't
P E R S O N A L I T Y
It would be wrong to call Thane anything but driven and focused. He knows exactly what he wants and how he plans on getting it. He wants to be powerful and known throughout the lands for his knowledge and wisdom. He isn't really a person who likes to share his plans, thoughts, or feelings which can lead to some interesting situations. He isn't against social contact or anything, he just doesn't think he's good at it. He isn't actually that bad at talking to people all things considered. In fact, he's actually quite good at playing up the romance when he wants to.
H I S T O R Y
Thane was born the youngest of eight children. His mother and father were rarely at home and he was practically raised by his eldest sister. They grew up pretty okay, and when his siblings discovered he had some talent for the magical, they ended up sending him off for schooling. Unfortunately, while he was away, his hometown was attacked and his three oldest sibling, including his favorite older sister, were killed protecting everyone. Suddenly thrown into a world of grief and sorrow, he started pursuing the warlock's path to bring revenge to the attackers- or at least to bring back his family.
E X T R A S
Other Details: He doesn't know exactly what kind of deity he has a bargain with, but he knows it's giving him more power and he needs it.
Role: The Warlock
Weapons: Bow and arrow, magic, and a rapier
Magic:
Suggestion-
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
Counterspell-
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.
Blight-
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
Eldritch Blast-
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.
Aesthetic:
Theme Song: Battlefield by Svrcina
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