DnD 5e ‘Twilight’ NPC Character: ‘Klaya’

Klaya Braywish (5)

Fallen Aasimar, Chaotic Good

  • Armor Class: 13 (Leather Armor)
  • Hit Points: 40/40
  • Speed: 30 ft.

STR 10 (+0) | DEX 16 (+3) | CON 12 (+1) | INT 16 (+3) | WIS 12 (+1) | CHA 14 (+2)

Bio:

An agent who worked in servitude to the self-proclaimed ‘Baron of the Common Quarter’, Gillywax, Klaya is a golden-skinned Aasimar that fell from grace long ago, letting her penchant for thieving and charming people out of their gold land her in a lot of debt to the wrong people.

Gold skin and blazing pupil-less topaz eyes lend her a stunning ethereal appearance, along with her blonde hair kept short to stay out of the way during her more ‘exciting’ encounters. Being a fallen Aasimar originally brought up in Neverwinter, she was cast out from her antique-dealer family’s home for the evil sensed within her, taking with her a keen eye for expensive artefacts and an innate sense for magical interference in the air. She made her way to Merran through various relationships with thieves and merchants who hired her services, developing combat skills alongside her own magical abilities as was appropriate for the company she kept.

Freed by the players from her debt to Gillwax, she’s now looking for a fresh start and a better place to make use of her skills; failing that, she’d at least like to make some money that’ll actually line her own pockets.

Skills (PROF: +3)

  • Arcana +5, Perception +6, Stealth +7, Survival +6
  • Passive Perception: 15
  • Languages: Celestial, Common, Draconic (read/write only)
  • Keen Senses. Klaya has advantage on Perception and Insight checks.

Actions

  • Multiattack. Klaya makes two melee attacks or two ranged attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage. (Bolts – x48)

Features

  • Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. (0)
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
    • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
    • Once you use this trait, you can’t use it again until you finish a long rest.

Inventory: (sans equipment/gear)

  • 50gp (100 merits) + 5 silver (10 shards)
  • Camping gear (bedroll, blanket)
  • 3lbs rations
  • 50ft. Rope (hemp)
  • Ring of Regeneration (attuned)
    • While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Spells:

Spell Ability: INT

Spell Save: 13

Spell Bonus: +5

Cantrips:

Light

Casting Time: 1 action

Range: Touch

Components: V, M (a firefly or phosphorescent moss)

Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Minor Illusion

Casting Time: 1 action

Range: 30 feet

Components: S, M (a bit of fleece)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mage Hand

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute

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.

First Level: (3)

Distort Value

Casting Time: 1 minute

Range: Touch

Components: V

Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Illusory Script

Casting Time: 1 minute

Range: Touch

Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)

Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

Second Level: (1)

Shadow Blade

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Blur

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

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