Eris Drew's Page

Background

 As an orphan child, Eris Drew was always outcasted, however, that seems far from surprising. In childhood, she was often distracted by a subconscious being, a contemplative, tempting, and mischievous spirit. At the beginning of her teenage years her spirit, who she came to know by the name Lia, tempted her to join the faction The Blue Midnight. Shortly after adopting the faction's culture, she accepted a position in The Inquisitors while keeping many of The Blue Midnight’s “humanity is inhumane…” and “society is crumbling” attitudes.

Description

Deep brown waves of hair drape down her lofty yet slender frame where it settles at her hips. A wide silver curl frames her fair and lightly tanned face. And insightful topaz-blue irises peer into the minds of others. Eris’ bastard sword straps to her back against a grey canvas cloak. A small Billiken figure dangles from an amulet’s chain swaying on top of her chain-mail.  



Eris Drew

Medium humanoid (kalashar), lawful evil
Armor Class 16 Chain Mail
Hit Points 25 (3d10 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 9 (-1) 14 (+2) 16 (+3)

Saving Throws WIS +4, CHA +5
Skills Athletics +4, Insight +4, Intimidation +5, Persuasion +5
Damage Resistances Psychic
Condition Immunities Dreaming, disease
Senses Passive Perception 12, Passive Investigation 9, Passive Insight 14
Languages Almebezbik, Celestial, Elvish, Halfling, Quori

Dual Mind. Eris has advantage on all Wisdom saving throws.

Mind Link. Eris can speak telepathically to any creature she can see within 10 ft. of her. She doesn’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language. As an action, when Eris is speaking telepathically to a creature, she can give that creature the ability to speak telepathically with her for the next hour, or until she ends this effect as an action.

Divine Sense. As an action, Eris can detect good and evil. Until the end of her next turn, she can sense anything affected by the hallow spell or know the location of any celestial, fiend, or undead within 60 ft. that is not behind total cover. She can use this feature 4 times per long rest.

Lay on Hands. Eris has a pool of healing power that can restore 15 HP per long rest. As an action, she can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Divine Smite. When Eris hits with a melee weapon attack, she can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.

Channel Divinity. Once per short rest, Eris Drew can us either Conquering Presence or Guided Strike.

Safe Haven. As a faction agent, Eris has access to a secret network of supporters and operatives who can provide assistance on her adventures. She knows a set of secret signs and passwords she can use to identify such operatives, who can provide her with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for her or risk revealing their true identities.

Spellcasting. Eris is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following paladin spells prepared:

1st level (3 slots): armor of Agathys, bless, command, compel duel, cure wounds, wrathful smite

Actions


Bastard Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Conquering Presence. As an action, Eris Drew can force each creature of her choice that she can see within 30 feet of her to make a Wisdom saving throw (DC 13). On a failed save, a creature becomes frightened of her for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. When Eris Drew makes an attack roll, she can use her Channel Divinity to gain a +10 bonus to the roll. She makes this choice after she sees the roll, but before the DM says whether the attack hits or misses.