Heraclius Angalos
  1. Characters

Heraclius Angalos

Night Walker
Player Character

Appearance

Hair
White Medium, shoulder length

Eyes
Pink

Face
Fresh and young, looks like he's still in his late teens

Body
Strong and hale, compliment by pale, snowy skin

Dress
Dressed in adamantine armor and bone white cloth, representing both Grey One and Myrkulyte affiliations

Ornamentation
Aside from the ivory skull mask he dons, there is also a silver circlet that he wears over his hood.

Personality

Personality

Manners / Mannerisms / Quirks

Ideals

Preferences / Lifestyle

Bonds

Goals

Flaws

Fears

Reactions / Risk Taking / Morality

Activities

Relationships

Combat

History

"Trust in the Reaper"


Those were the words that the parents of a young Heraclius told him. At that time however, he never knew the true meaning of that saying. As a matter of fact, he only began figuring it out upon the moment he became a young adult when he had his first dream with the newly ressurected god, Myrkul.

At first it were only mere visions that substituted his dreams, eventually evolving into brief conversations. It was here that Heraclius changed from a human into a Night Walker; A Grey One.

Legends (Rumors, Myths, Tall Tales)

Title
Night Walker

Type
Player Character

Race
Grey One

Families
Night Walker

Families
Grey Ones

Age
31

Gender
Male

Pronouns
He/Him

Appearance

Hair
White Medium, shoulder length

Eyes
Pink

Face
Fresh and young, looks like he's still in his late teens

Body
Strong and hale, compliment by pale, snowy skin

Dress
Dressed in adamantine armor and bone white cloth, representing both Grey One and Myrkulyte affiliations

Ornamentation
Aside from the ivory skull mask he dons, there is also a silver circlet that he wears over his hood.

Personality

Manners / Mannerisms / Quirks

Ideals

Preferences / Lifestyle

Bonds

Goals

Flaws

Fears

Reactions / Risk Taking / Morality

All Racial Traits

Undead Servitor - Racial Trait

In darkness or under the night sky, the Grey One may cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve them. Once the Grey One has animated an undead creature, they can’t do so again until 7 days have passed. Once every 24 hours, they can reassert control over one or two creatures they animated.

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Myrkul's Chosen - Racial Trait

(1/Day). If damage reduces the Grey One to 0 hit points, the Grey One drops to 1 hit point instead, unless the damage is from a critical hit.

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Soul's Embrace - Racial Trait

(Reaction)(1/Day). The Grey One creates a wispy, spectral field around a creature they can see within 60 feet of them. The creature gains a +5 bonus to AC until the end of the Grey One’s next turn. Later, they may experience some dissonance from having their soul used in such a manner.

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Dead Insight - Racial Trait

(1/Day) The Grey One targets one creature it can see within 30 feet of it. The target must contest its Charisma, (Deception) check against the Grey One’s Wisdom, (Insight) check. If the Grey One wins, it magically learns one fact or secret about the target. The target automatically wins and is aware of this attempt if it is immune to being charmed, or to any effect that would sense their emotions, read their thoughts, or detect their location.

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Reaper's Blessing - Racial Trait

The Grey One can’t be surprised and can’t be changed into another form against their will.

Divine Spark - Racial Trait

The Grey One is immune to scrying and to any effect that would sense their emotions, read their thoughts, or detect their location.

Channel Divinity

Turn Undead - Channel Divinity

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 15). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Twilight Sanctuary - Channel Divinity

You can use your Channel Divinity to refresh your allies with soothing twilight.


As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:


You grant it temporary hit points equal to 1d6 plus your cleric level.

You end one effect on it causing it to be charmed or frightened.

Twilight Domain

Eyes of Night - Action

As an action, you can share your 300 ft. darkvision with up to (WIS) willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

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Vigilant Blessing - Action

You give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Steps of Night - Bonus

As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can do this (PB) times, and you regain all expended uses when you finish a long rest.

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