Dancing with the Source Tambura-DivinityOriginal Sin 2
Amber Ale Toy Maker Version-Divinity OriginalSin 2
Outlaws and Outsiders-Cory Marks
Winda is a strong mercenary who specializes in tracking people down. She uses hunter tactics and mechanics when locating her prey. If she can avoid it, she would much rather intimidate her prey into submission, usually for information. But if necessary she is no stranger with a blade. Winda is an informant. She often works as an information broker and is usually the one who collects outsider assignments to be reviewed and processed. She’s the stoic leave me alone type of person who is there to do a job and nothing more.
She married into the Dough through Jo'Han Dough the son of the mercenary guild she is a part of. Being married into the family meant that she would take some leadership within the Guild of the Blade and help run it as often as she could.
Mannerism
She's kind of aloof. Stubborn and a easily irritable. She relies on her husband to center her and calm her down.
Winda stands approximately 5'8" and as a shifter she has a thin layer of light brown fur. Patches of darker brown fur line her arms to match her long curly hair that reaches past her hips. her longer face has a dog like black nose and brown stripes on her lower jaw. Her eyes are yellowed with a brown iris and a scar on right eye. As a guild member she wears a extremely high collared blue trench coat with various black leather straps attached to it. She has grey pants with more of the same leather straps and black leather boots.
Mannerism
She's kind of aloof. Stubborn and a easily irritable. She relies on her husband to center her and calm her down.
The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.
When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
3rd-level Phantom feature
Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
3rd-level Phantom feature
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
9th-level Phantom feature
When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:
13th-level Phantom feature
You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
17th-level Phantom feature
Your association with death has become so close that you gain the following benefits:
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Winda Dough
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Winda Dough
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Winda Dough
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Winda Dough
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Winda Dough
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Winda Dough
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Equipped |
Winda Dough
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Equipped |
Winda Dough
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Description | Entity | Location | ||
---|---|---|---|---|
Guild Mate | Calani | |||
Partners | Dria Voxville | |||
Wife | Jo'Han Dough | |||
Daughter In-Law | Mr. Dough | |||
Daughter In-Law | Mrs. Dough | |||
Best Friend | Trick | |||