Crispy
  1. Characters

Crispy

Hunter, "Crisp"
Player (North)

The Hunt

Crispy is one of the individuals of the IT Squad who was assigned the mission to find a group of hunters who had gone missing within Greckas. After receiving their mission, the group made their way to a shop where they met a poor shop girl. Seeing her incompetence, Crispy took advantage of the situation that was at hand to be able to get what he wanted. 

After the magic shop, he and the others checked out the leather shop next door. In exchange for some fine crafted leather armor, Crispy was hoping to get some studded leather. Meanwhile Uk., was conducting a bit of an investigation of his own. In doing so, receipts were pulled out to show the purchases of all the leathers and the sales that the shop has conducted. 

After the shopping concluded they made their way to the farm. After speaking with Alarus the team split up allowing Cripsy to check out the tool shed to which Alarus shared that he had burglars in it the other day. The shed was cluttered and a complete mess. In the shed, Crispy found pieces of old clothing and a small jingle bell attached to a pink ribbon. After hearing that Uk had found rotting flesh in the garbage pile, he was searching, Crispy questioned Alarus on the authenticity of his armor fearing that it was made from human flesh. Alarus assured that it was regular leather, and he had nothing to fear.  

Crispy decided to check out the vegetable field nearby where some of the crows were hanging out. There were varying tracks within the dirt, appearing to be a combination the canine tracks Fleece found and the female humanoid ones noted by Mimi. During his investigation, his attention was drawn to Alarus who had started to scream at the crows blaming, them for the sudden destruction of his well. 

At the edge of the field was a scarecrow that Crispy wanted to check out a little further. He examined the clothing and noticed the similarities to the pieces he had found in the shed. He, at first, believed that the scarecrow could be alive and started to ask if it needed help. After touching it and feeling a few twitches, the scarecrow grabbed a hold of Crispy's arm and came to life. He revealed that his cover was blown and used the crows as a means of escape. Crispy called out to the others and immediately deemed him as an evil creature. 

Crispy pleaded the evil nature of the creature as they all came back together to share their clues and findings. Crispy noted that Alarus was potentially enthralled by the Scarecrow, which Fleece pointed out could simply just be a mental deficiency. With everything all said, they all came to a unanimous decision to head back into town to deal with the scarecrow first. 

As they made their way back into town, Fleece stopped the group to cast a spell that enabled him to speak to one of the crows. He was able to share that the creature that they were looking for is most likely at the tavern. Once at the tavern they were able to confront the individual learned to be named Copper. After speaking with him and questioning whether he was fey and evil, they were able to determine that he was investigating of his own. 

Once Copper had left, the group had what they were looking for and made their way back to the farm where the tracks were. Once inside the forest, they were able to follow the tracks where they would come across a campsite. Here is where they would meet Piper before learning that they were an abomination of some kind and the perpetrator behind the attacks. 

Trivia

  • Crispy used to hunt and kill cats for work
  • He calls himself Mimi's henchman and calls her boss. 

Title
Hunter, "Crisp"

Type
Player (North)

Race
Hobgoblin

Age
60

Gender
Male

Pronouns
He/Him

Fighter

Arcane Archer - Subclass

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Features

Fighter LevelFeature
3rdArcane Archer Lore, Arcane Shot (2 options)
7thCurving Shot, Magic Arrow, Arcane Shot (3 options)
10thArcane Shot (4 options)
15thEver-Ready Shot, Arcane Shot (5 options)
18thArcane Shot (6 options, improved shots)

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.