Name: Ilana
Age: 36
Contact:
ltmutiny
Other Character: N/A
Character Name: Andhera
Character's Age: Adult
Canon: Dimension 20 (A Court of Fey and Flowers)
Canon Point: End of Campaign
Powers: As both a drow and a paladin (of the Oath of Devotion), Andhera has some spells and abilities available to him.
Their abilities are:
Spells:
You've been invited to a formal dinner! How charming! Now, how do you plan to conduct yourself in such a space? Remember, appearance is everything!:
I mean, the answer is to be on my best behavior, isn't it? How else are you supposed to act at a formal dinner? I wouldn't, you know, for example, start throwing soup around.
But..But no, seriously. Of course I would first want to find out if there was any sort of dress code. so that I could be appropriately attired. Something appropriate but maybe a LITTLE flashy. I think I would also try and discover what exactly most pleased my host - or hosts! - so that I might be the best guest possible.
Oh also, I think I might bring a gift? I wouldn't do that at home since you never know who that might offend - you don't want to MAKE people indebted to you, unless...well, unless you do want that - but I've heard it's actually considered polite here.
Once at the dinner, I would attempt to be as courteous as possible to any fellow guest I spoke to and attempt to keep the peace as best I could. And, you know, I'd try to talk to people and be as interesting as I could be.
Age: 36
Contact:
Other Character: N/A
Character Name: Andhera
Character's Age: Adult
Canon: Dimension 20 (A Court of Fey and Flowers)
Canon Point: End of Campaign
Powers: As both a drow and a paladin (of the Oath of Devotion), Andhera has some spells and abilities available to him.
Their abilities are:
- Divine Sense: For a short period of time, Andhera can choose to open their awareness and detect the presence of creatures around them (within 60 ft) who are either of fiendish, celestial or undead origin. He will not know who exactly they are, only that they exist.
- Divine Smite: They can use one spell slot to inflict radiant damage when hitting someone with a melee attack. This is especially effective against fiends or undead.
- Divine Health: He is immune to disease.
- Extra Attack: What it says on the tin, really. He can get in more hits than a normal person during a fight (or at least one more than usual.)
- Aura of Protection: Andhera (and anyone who is considered friendly to them, as long as they are within 10 feet) are less susceptible to attack of any kind.
- Aura of Devotion: Similarly, Andhera and any friendly creature nearby him cannot be charmed magically while Andhera is conscious.
- Lay On Hands: Andhera has a pool of healing power that replenishes every day. Upon touching another creature, Andhera can use some of that power to heal them (to whatever extent they wants, as long as it doesn't exhaust their pool). He can also use a finite amount of that healing power to cure a target of disease or neutralize a poison.
- Sacred Weapon: Andhera can imbue one weapon that he is holding with positive energy, causing it to be more likely to strike true. For the duration of the action, it also glows and becomes a magical weapon (if it was not already magical.)
- Turn the Unholy: Upon saying a prayer aloud, any fiendish or undead creature might (depending on whether or not it becomes affected) be compelled to move as far away from Andhera as possible.
Spells:
- Dancing Lights (cantrip): Can create up to four torch-sized lights that hover in the air that must be within 20 feet of one another. A light goes out if it exceeds the ranges of the spell (120 ft). They can also be combined to create a glowing humanoid shape.
- Command: Andhera speaks a one-word command to a creature they can see within 60 feet. If the spell succeeds, the creature must carry out that command immediately. (The spell will not work if the creature cannot understand Andhera or if the command is actively harmful to it.)
- Compelled Duel: Basically what it says on the tin! Andhera can attempt to compel a creature to fight them and ONLY them, ignoring all other creatures for 1 minute. The creature will also be less likely to be able to strike Andhera. (The spell can end prematurely under a number of conditions: if Andhera attacks any other creature, casts a spell that targets another hostile creature, if Andhera is ever more than 30 ft away from the creature, if Andhera loses concentration or if one of Andhera's allies attacks the targeted creature.)
- Detect Good and Evil: For 10 minutes, Andhera is able to sense the presence and location of any aberration, celestial, elemental, fey, fiend, or undead within 30 ft of him. (Basically, the poor man's divine sense...except it detects a greater variety of creatures.)
- Detect Magic: For 10 minutes, Andhera senses the presence of magic within 30 feet of them. If he senses magic in this way, he can use his action to see a faint aura around any visible creature or object in the area that bears magic, and he learns its school of magic, if any.
- Heroism: A willing creature Andhera touches is imbued with bravery. For 1 minute, the creature is immune to being frightened and gains a temporary boost to their health. When the spell ends, the target loses the boost.
- Cure Wounds: Also sort of what it says on the tin. When Andhera touches a creature - including themselves - they can heal that creature a little bit. (The exact mechanics are the results of 1 d8 dice roll+2)
- Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Additionally, any creatures in the area have the chance of also being outlined by this light. Objects or creatures lit by the light will be easier to hit for 1 minute and cannot become or be made invisible.
- Zone of Truth: Andhera creates a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of their choice within 60 feet. Until the spell ends, a creature that enters the spell's area has a chance of being affected. If they are, they can't speak a deliberate lie while in the radius. Andhera knows whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
- Locate Object: This spell can locate a specific object known to Andhera, as long as they have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. He can sense the direction to the object's location, as long as that object is within 1,000 feet. If the object is in motion, he knows the direction of its movement.
- Darkness: Magical darkness spreads from a point Andhera chooses within range to fill a 15-foot-radius sphere for 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point they choose is on an object they are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. (It can also destroy less powerful light-creating spells if the area of darkness overlaps with an area of magical light.)
- Lesser Restoration: Andhera touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
- Find Steed: Summons a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. The steed can take on a variety of different forms (warhorse, pony, camel, elk, or mastiff) and will be one of three types of spirit (celestial, fey, or fiend). Anhera also forms a close bond with the steed which allows both fae and horse to fight as a seamless unit and communicate telepathically within a mile of one another. If the steed is too damaged (0 hitpoints) it simply disappears. Andhera can cast the spell again to bring the same steed back with full health. They can also dismiss the spirit at any time. They can only have one such steed at a time. (note: I understand if this spell needs to be nerfed and/or gained back through AC rewards the way a non-magical horse/pet would.)
- Protection from Poison: Andhera touches a creature. If it is poisoned, he neutralizes the poison. If more than one poison afflicts the target, they neutralize one poison that they know is present, or they neutralize one at random. For 1 hour, the target also is less likely to be able to be poisoned, and it has resistance to poison damage.
You've been invited to a formal dinner! How charming! Now, how do you plan to conduct yourself in such a space? Remember, appearance is everything!:
I mean, the answer is to be on my best behavior, isn't it? How else are you supposed to act at a formal dinner? I wouldn't, you know, for example, start throwing soup around.
But..But no, seriously. Of course I would first want to find out if there was any sort of dress code. so that I could be appropriately attired. Something appropriate but maybe a LITTLE flashy. I think I would also try and discover what exactly most pleased my host - or hosts! - so that I might be the best guest possible.
Oh also, I think I might bring a gift? I wouldn't do that at home since you never know who that might offend - you don't want to MAKE people indebted to you, unless...well, unless you do want that - but I've heard it's actually considered polite here.
Once at the dinner, I would attempt to be as courteous as possible to any fellow guest I spoke to and attempt to keep the peace as best I could. And, you know, I'd try to talk to people and be as interesting as I could be.