Iómë Telperion
Iómë Telperion of Balder's Gate 1st level Noble Warlock (Great Old One). Dark and mysterious as the night she was named after, the young noble-born Iómë has been shaped by the recent trauma in her life, where she was first captured by a coven of vampires, then tied to the weave, negative plane and something beyond as haywire magic infused her upon their second death. Armed with new powers, Iómë seeks any opportunity to restore her House's fortunes.
Description
Personality Traits:
I like to keep busy, and have a hard time sitting still.
Ideals:
People deserve to determine their future.
Bonds:
Family is everything.
Flaws:
Lady Iómë Telperion is a young, dark haired high elf who is possessed of both a powerful noble presence and an undeniable aura of darkness. Even as a child she gravitated toward black clothing, sparkling silver and other aspects of the night. Her recent history and changes has only exaggerated these natural tendencies.
While her Dampier traits are not obvious from a distance, but those who get close may notice the pronounced canines, slightly extra-pale skin, or blood-red flecks in her eyes. However, when she begins to engage her arcane abilities, the ties of the blood become ever more apparent. He skin pales further, red glyphs appear on her arms, at times blood even runs from her fingers, wrists or eyes. A distant echo appears in her voice as she incants the spells, with words formed that come from beyond the material realm.
When not in these throws of power, Lady Iómë presents a more friendly and pleasant manner. Her original training and existence as a sociable lady of privilege comes back to the front, presenting a woman who happily engages in all of the social conventions expected of her station. Chess, writing and clever discourse are her favorite pastimes, though she can present passable musicianship and needlework.
History
Iómë, and her brother Aurë, were raised in the late 13th century and early 14th century in Balder's Gate. Sions of the House of Telperion, an elven shipbuilding concern of some renown, they grew up in wealth and privilege among the patriar families.
As she was reaching late adolescence, the family reached out to extended relatives in order to find a chance for her to both season in proper elvish social circles, as well as be sponsored to apprentice to proper elvish wizard. A distant relation took up the offer, writing to offer to sponsor her and claiming they knew a skilled wizard who was looking for an apprentice. The family accepted, and Iómë packed her personal effects and headed off to her future.
Unfortunately, the distant relations turned out not to be an offer but a ruse to draw her in. This distant family, she would soon discover, has been taken over and turned to vampires. Rather than introduce her to society, they kept her enchanted and trapped in the estate to feed upon. She never knew their ultimate plans, though she suspected they intended to eventually turn her and send her back to the House of Telperion to give them a foot into the great city.
During the lucid moments during her imprisonment, Iómë worked first to get a message to her family, finally succeeding in getting a sending to Aurë. Afterword, she delved into what arcana and introductory wizardry she had been taught in a desperate attempt to break the enchantments or immunize herself against further compulsion. As time wore on she stole into the vampire's arcana and experimented with what she learned and what powers she could pull from them.
After several years, Aurë succeeded in mustering an adventuring party to attack the house. They stormed the house and after a bloody battle the undead creatures were slain. However, the web of experimental arcana that Iómë had been weaving early in the Time of Troubles reacted to the magical nature of the spilled vampiric blood. The result fed a bloody and shadowed infusion into the young elf and left her intimately tided to the shadow realm and the magic that resides the in the pulsing blood of life.
Meanwhile, unbeknownst to either of the twins, further tragedy was striking back in Bolder’s Gate. Their parents were mysteriously murdered in their own home, leaving the family business and fortune unmanaged. Shares were lost, profits pocketed and artisans moved on to other teams. The twins finally made it back home to find only despair and debt. Most of the liquidatable assets they still possessed were spent to establish their right or clear the ledgers.
As the year of troubles moves along, the twins find themselves with a clean slate, but desperate for funds.
Character Statistics
Basic Statistics
|
Passive Skills:
|
Speed: 35 feet |
Attributes
| Strength | 8 (-1) | Dexterity | 10 (+0) | Constitution | 14 (+2) | ||
| Intelligence | 14 (+2) | Wisdom | 12 (+1) | Charisma | 17 (+3) |
Proficiency
Proficiency bonus: +2
|
Proficient Saves
Proficient Weapons & Armor
|
Proficient Skills
|
Tool and Music
|
Proficient Languages
|
Special Rules
Origin Abilities
Darkvision:
You have Darkvision with a range of 60 feet.
Spider Climb:
You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath:
You have Resistance to Necrotic damage.
Vampiric Bite:
When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike. In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways:
- Drain:
- You regain Hit Points equal to the Piercing damage dealt.
- Strengthen:
- You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.
You can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Skilled:
You gain three skills of your choice. (Religion, Intimidation, Insight)
Feats
None
Eldrich Invocations
Pact of the Tome
Stitching together strands of shadow, Iómë conjures forth a book in her hand. This Book of Shadows contains eldritch magic that only she can access.
Summoned Tome Iómë may summon her book at the end of a Short or Long Rest. The book disappears if she conjures another book with this feature or if she dies.
Cantrips and Rituals: When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. (See Below for "typical" adventuring selection.)
Spellcasting Focus: You can use the book as a Spellcasting Focus.
Typical Adventuring Set
- Guidance (v, s)
- Range: Touch, Casting Time: 1 Action, Duration: Concentration (Up to 1 minute)
- Reading the incomprehensible text in her Book of Shadows, Iómë can impart a fragment of insight.
- Iómë touches a willing creature and chooses a skill. Until the spell ends, they add 1d4 to any ability check using the chosen skill.
- Spare the Dying (v, s)
- Range: 15ft, Casting Time: 1 Action, Duration: Instant
- Drawing a spiral of light and dark from her Book of Shadows and casting it at a fallen creature, Iómë can deny the reaper it's prize.
- Iómë chooses a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
- Sorcerous Burst (v, s)
- Range: 120ft, Casting Time: 1 Action, Duration: Instant
- Iómë traces an arcane symbol in her Book of Shadows and pulls it out of the page. As it flashes and burns away, a bolt of elemental energy is loosed at her enemy.
- Iómë targets one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a the type selected: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If an 8 is rolled on a d8 for this spell, roll another d8, and add it to the damage, up to a maximum of 3 times.
- Alarm (v, s, m)
- Range: 30 ft, Casting Time: Ritual, Duration: 8 Hour
- Iómë conducts and intricate ritual around the parameter to ward against undesired guests.
- Iómë sets an alarm against 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 whenever a creature touches or enters the warded area. When she casts the spell, she can designate creatures that won’t set off the alarm.
- Audible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
- Mental Alarm: Iómë is alerted by a mental ping if she is within 1 mile of the warded area. This ping awakens her if she's in trance.
- Unseen Servent (v, s, m)
- Range: 60ft, Casting Time: Ritual, Duration: 1 hour
- Iómë conducts an intricate ritual, drawing a column of blood red and shadow black lines into the shape of a shadow creature to serve her will.
- This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at Iómë's command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
- Once on each of Iómë's turns as a Bonus Action, she can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once given the command, the servant performs the task to the best of its ability until it completes the task, then waits for her next command.
- If she were to command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Typical Investigation Set
Iómë recreates the Book of Shadows before delving into a dungeon or forgotten ruin.
- Comprehend Languages (v, s, m)
- Range: Self, Casting Time: Ritual, Duration: 1 Hour
- Iómë conducts an intricate ritual of signs and letters to reach beyond basic encoding and to the root of understanding.
- For the duration, Iómë understands the literal meaning of any language that she hears or sees signed. She also understands any written language that she can see, but she 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 symbols or secret messages.
- Detect Magic (v, s, m)
- Range: Self, Casting Time: Ritual, Duration: Concentration (Up to 10 minutes)
- Iómë conducts an intricate ritual, drawing a weave of blood red and shadow black lines around her until she can see the very fabric of reality.
- For the duration, Iómë senses the presence of magical effects within 30 feet. If she does sense such effects, she can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, she learns the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spells
Prestidigitations (v, s)
Range: 10ft, Casting Time: 1 Action, Duration: Up to 1 hour
With a few arcane words and a flourish of the wrist, Iómë is able to achieve one of several minor magical effects. A small reminder of her studies in wizardry.
Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Toll the Dead (v, s)
Range: 60ft, Casting Time: 1 Action, Duration: Instant
In a few swift gestures, Iómë draws a blood-red symbol in the air. As it flashes and burns away, her target hears the single chime of a dolorous bell before feeling their life drain away.
The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage. The chime sound can be heard within 10ft of the target.
Arms of Hadar (v, s) (1st Level)
Range: Self, Casting Time: 1 Action, Duration: Instant
Iómë is surrounded by a liquid-appearing tendril of black and red energy as she raises her arm and closes her fist. In a flash those around her are grappled by a forest similar tendrils.
Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Witch Bolt (v, s, m) (1st Level)
Range: 60ft, Casting Time: 1 Action, Duration: Concentration (Up to 1 Minute)
Iómë draws a red and black symbol and lifts it from her Shadow Tome. A beam of crackling energy lances to her target, forming a sustained arc of power.
Make a ranged spell attack against a target in range. On a hit, the target takes 2d12 Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Equipment
Encumbrance: 120lb (Carry); 240lb (Push)
Carried: 0 lb on person, +0 lb pack.
Weapons
Vampiric Bite
While not exactly natural weapons, they are always with her
Attack: 1d20(+2); Melee; Finesse
Damage: 1d4(+2); Piercing
Empower (2/LR), See Abilities.
Armor
None
Gear
|
Clothing and Effects |
Pockets & Bags |
Saddlebags |
At Home |
|
|
|
|
Lorna (Cat Familiar)
Basic Statistics
|
Speed: 40 feet, Climb 40 feet |
Attributes
| Strength | 3 (-4) | Dexterity | 15 (+2) | Constitution | 10 (+0) | ||
| Intelligence | 3 (-4) | Wisdom | 12 (+1) | Charisma | 7 (-2) |
Abilities
Proficient. Perception, Stealth
Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.
Action
Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Gilmāen (Mule)
Basic Statistics
|
Passive Skills:
|
Speed: 40 feet |
Carry: 420 lb |
Attributes
| Strength | 14 (+3) | Dexterity | 10 (+0) | Constitution | 13 (+1) | ||
| Intelligence | 2 (-4) | Wisdom | 10 (+0) | Charisma | 5 (-3) |
Abilities
Proficient: Strength Save
Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) bludgeoning damage.






