Niimyr
drow criminal warlock 1
[sblock=Basic Information]
Name: Niimyr
Sex: Male
Race (subrace): elf (dark elf)
Class/Level: warlock 1
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid (elf)
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 12 (Superior Darkvision 120ft; Sunlight Sensitivity)
DEFENSE
AC: 14
Maximum HP: 9
Current HP: 9
Saves: Wisdom +2, Charisma +5
OFFENSE
Melee: Rapier +5 (1d8+3 piercing; finesse)
Ranged: Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60)
Spell: Eldritch Blast +5 (1d10 force; 120 feet, more rays at higher levels)
STATISTICS
Str 8 (-1),
Dex 16 (+3),
Con 13 (+1),
Int 12 (+1),
Wis 10 (+0),
Cha 16 (+3)
[/sblock][sblock=Features and proficiencies]
RACIAL FEATURES & PROFICIENCIES
Ability scores: Dexterity +2, Charisma +1
Speed: 30 ft.
Superior Darkvision: 120 ft.
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantages on saving throws against being charmed, and magic cannot put you to sleep.
Drow Magic: Dancing Lights cantrip. At 3rd level, Faerie Fire 1/day. At 5th level, Darkness 1/day. Charisma is spellcasting ability for these spells.
Drow Weapon Training: Proficient with rapiers, shortswords and hand crossbows.
Trance: Meditate 4 hours instead of sleeping 8 hours.
Languages: Common, Elvish
BACKGROUND FEATURES & PROFICIENCIES
Criminal
Skill Proficiencies: Persuasion (replaces Deception), Stealth
Tool Proficiencies: Thieves' Tools, Gaming set: dice
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
CLASS FEATURES & PROFICIENCIES
Armor Proficiencies: Light armor
Weapons Proficiencies: Simple weapons
Tools Proficiencies: none
Skill Proficiencies: Deception, Intimidation
Pact Magic: Can cast spells
Otherworldly Patron: Archfey
- Fey Presence: As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. 1/short or long rest.
- Expanded spell list: Choose from expanded list of spells when you learn a warlock spell.
SKILLS (Proficient in bold)
+3 (dex) Acrobatics
+0 (wis) Animal Handling
+1 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception
+1 (int) History
+0 (wis) Insight
+5 (cha) Intimidation
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+2 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
+1 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth
+0 (wis) Survival
[/sblock][sblock=Spells]
Cantrips known:
. Dancing Lights (racial)
. Eldritch Blast
. Minor Illusion
Spells known:
. Charm Person
. Sleep
Spell slots: 1; level 1st; DC 13
[/sblock][sblock=Equipment]
COMBAT GEAR
leather armor
rapier
dagger
OTHER GEAR
arcane focus: wand
thieves' tools
backpack
bedroll
caltrops
candle x15
mirror, steel
oil, flask x2
rations x10
signet ring
waterskin
MONEY
5 gp
4 sp
5 cp
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
[sblock]This, but paler.

[/sblock]
Like most of his kin, Niimyr has a slender and graceful physique and his flawless face is hauntingly beautiful. Apart from four long braids, his white hair is clipped short, revealing his pointed ears and giving the dark elf a distinct appearance.
Nymiir usually dresses in black and silver hues, highlighting his complexion and the silvery gleam in his hair. The smile on his face has been described as devilishly alluring or insanely scary, depending on the onlooker and the situation.
PERSONALITY
Personality Traits: Lies and flattery are my preferred tricks for getting what I want. I always have a plan for what to do when things go wrong.
Ideal: Chains are meant to be broken, as are those who would forge them. Down with the drow matriarchy!
Bond: A powerful fey creature holds my fate in its hands, granting me power but surely asking a steep price eventually.
Flaw: I'm convinced that no one could ever fool me the way I fool others. Also, I have an irrational fear of rats and butterflies.
BIO
Born into a typical drow noble family, Niimyr grew up in a ruthless, dangerous world of betrayal and murder. Being a mere male and thus never able to reach any truly important positions of power, the best way to achieve some influence was magic, and thus, like so many before him, Niimyr went to wizardry academy.
But he enjoyed the prestige of his heritage and being an aspiring mage too much. Many were the days that Niimyr got away with minor offenses in the local taverns or bragged to a group of commonborn friends about his prowess on the fields of magic, dueling and romance, while avoiding any hard work. For quite a while, his family and teacher indulged him, until eventually a miscast spell cost two fellow students their life; students who came from a noble family with far more power and influence.
Niimyr was thrown out of the academy, the thieving and fencing venture he had started in school and had been tolerated thus far was forcefully disbanded, many of its common members incarcerated. But worse, Niimyr would have to face his tyranical mother for being a failure, reflecting poorly on the family and causing embarressment and diplomatic disaster; in contrast, his brother Dynan excelled as an apprentice wizard!
Staying would certainly mean the death of Niimyr, so the roguish young drow fled the city with two friends. Into the dangerous underground world they went, at first seeking a path to another drow city but eventually getting lost and hoping just to find any sort of civilisation.
Perhaps they passed a circle of ancient monoliths, or unknowingly stepped through a portal created by subterranean fungi once every full moon; how they ended up in the Feywild, none of them knew, but nonetheless they found themselves in a place where colors were painfully brighter, darkness was infinitely deeper, and creatures were strange and very deadly. And a haunting melody followed their steps for days.
It was only when one of his companions was ripped apart, exploding in a bloody mess of various body parts across the cavern, that they noticed they were followed by... something. A smiling, horned figure with hooves for feet, his hands bloody and his eyes feral, looked upon the dark elves as if watching ants dance in circles.
Hyrsam the Savage, Prince of Fools, had come.
Instead of killing them, Hyrsam led the drow to a place where his followers were feasting, dancing and making merry music. Confused, Niimyr and his companion followed their instructions, eager to avert being murdered by the powerful fey. They ate, they drank, they danced, they sung, and somewhere along the line, they started dreaming, for there was no other way they could explain the memories. They dreamed of blood, screams, sex, pain; killing, loving, drinking, laughing, hurting, and killing.
When Niimyr woke up, his head hurt. He opened his eyes and found himself alone in a dark alley just outside his family's estate. He reeked of sweat and garbage, and his naked arms and torso were covered in blood red tattoos of odd vines and creatures never seen before. Under his head, he found a curious book, elegant and with a small flower on the cover whose petals seemed to move and change color as if triggered by some event or atmosphere. Inside, pages upon pages with mystical markings, indecipherable but seeming to make words or images when looking past them.
And most significantly, Niimyr discovered he had magical power at his fingertips, without having to study any dusty tomes. A familiar melody resounded in his head, with the echo of Hyrsam's laughter, quickly followed by a soft little laugh from the young dark elf.
With his newfound power, Niimyr would rebuild his criminal organization, bigger and more importantly, with him too far away for any drow to find. He had heard about the naive and helpless peoples on the surface world, whose riches were invaluable down here.
If only he could find an excuse to lure his wizard brother into his plan....
[/sblock][sblock=spells cast]
Spell slots: 1 (level 1st)
Slots used since last short/long rest: 0
[/sblock]