Comedina
  1. Characters

Comedina

Thalia, Cecil, Assistant
NPC

Is a master of a slave trade that hosts experiments. All slaves under their control are those they and their master have tested on in some way or form.

They're the one in charge of supplying the bodies while Tragedonna takes care of the souls. 

Personality

Mannerism
Upbeat and energetic. Everything seems to be a bit of a joke.

Appearance

Comedina stands at about 5'5. They have grey skin and stringy white hair that reaches their shoulders. They are wider at the hips with broad shoulder and are seen wearing a Happy theater mask that covers their face.

The Forgotten Dragons

Comedina was using Frecia Academy of Magic as a means of research and testing. They took on the guise of Cecil, an alumni of the Crest of the Star. Here, they were able to use students as a means of their experiments. Along with those experiments, Comedina would also task them to further their research and gather various types of supplies and information. They kept up on the guise for quite some time before things started going out of hand with the involvement of the Guild of the Lost and some individuals that were hired to investigate them. 

As Cecil, they were able to gain the trust and eventually control over most of the teachers. They did this by creating a domino affect of charms and enchantments to gain control over the faculty and most of the students. They were also able to gain access to the Restricted Section of the library. However, two individuals broke into the library and took some of the books before they were able to collect them. Cecil kept things under wraps and sent off their students later known as Runners after the Tabaxi family who broke in. Their Runners were stopped by a team of individuals, but they were able to capture one of them. 

It was revealed that Comedina was in the process of kidnapping Umbra Shor’GoDen at the school just before their cover was blown. Due to the interference of the individuals and the recent involvement of diety Copper, they knew that they couldn't stick around for much longer under this guise. They retreated the scene and released the hold they had on the school. 

The Horrors of the Order

After some time on the run from Vix Silvertail, Comendina had met up with Tragedonna to send members of the Order out on a mission. Their mission was to reclaim a lab within the Badlands by any means necessary. 

Title
Thalia, Cecil, Assistant

Type
NPC

Race
Legacy Changeling

Gender
Non-Binary

Pronouns
They/Them

Mannerism
Upbeat and energetic. Everything seems to be a bit of a joke.

Monk

Way of the Long Death - Subclass

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Wizard

Blood Arcana - Subclass

The mage strode forth, wrapped in a scarlet cloak, with blood glistening on her jagged dagger. She wove the wetted blade as if she was conducting an orchestra, and the fresh blood obediently rose up to dance around her form in a tempest of crimson fury. Her laughter was a shrill and eerie sound as she drew in the swirling strands of blood, causing them to crackle as they burned—and instantly, its converted power erupted from her palms in a rolling inferno.

When the smoke cleared, nothing was left before her but scorched earth, a scattering of ashes, and the acrid scent of iron. All was silent, except for the steady dripping of blood as it fell from her arm.

The dread secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these taboo techniques is most commonly known as a blood mage.

The term Blood Arcana is the collective name of arcane practices used to convert life force into power, also known as the scarlet arts. Most societies fear blood mages and forbid their lurid studies, considering them both wicked and exceptionally dangerous, although a blood mage is not inherently evil. The mysteries of its power are typically learned away from prying eyes, whether gleaned from the lessons of a dubious master, from an ancient spellbook, or your own grim experiments.

Many people confuse Blood Arcana with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse—whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to empower their magic.

Crimson Exchange

At 2nd level, you have learned to boost your spells with the power of blood. 

When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the three following effects (your choice):

  • If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
  • If the spell deals damage, it ignores damage resistances.
  • If the spell slot used is 4th level or higher, you restore a 1st level spell slot.

The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Thicker Than Water

Starting at 2nd level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.

Additionally, you can use a dagger as a spellcasting focus for your wizard spells.

Sanguine Kiss

Starting at 6th level, you have learned to use the blood of others to bolster your spells.

As a bonus action, you can make a melee weapon attack with a dagger against a creature. On a hit, the target suffers the attack’s normal effects + half your wizard level. If the creature was not an undead or construct, you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn. You may use this feature once, and regain the ability to use it after finishing a short rest.

Ruby Withering

Beginning at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent all affected creatures from regaining hit points until the end of their next turn.

Scarlet Tides

At 14th level, you learn to unleash overwhelming spell attacks through the reckless sacrifice of your own health.

When you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you're using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, and you have advantage on any attack rolls made as part of the spell.

All other rules of Crimson Exchange still apply.