Arioch Morningstar
Arioch Morningstar (Druid/Fighter)
Medium/Humanoid (High Elf), Lawful Neutral
Cisgender man, he/him
Armor Class: 16
Hit Points: 83
Speed: 30 ft.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
18 (+4) | 14 (+2) | 16 (+3) | 10 (+0) | 16 (+3) | 8 (-1) |
Skills: Athletics +10, Insight +9, Intimidation +5, Perception +9, Survival +9
Senses: Darkvision 60 ft., Passive Perception 19
Immunities: Disease, Poison, Poisoned
Languages: Common, Druidic, Elvish, Minotaur
Challenge: 13
Abilities
Spellcasting. Arioch is a 13th level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following Druid spells prepared:
Cantrips (at will): Druidcraft, Guidance, Mending, Resistance
1st Level (4 slots): Cure Wounds, Entangle, Thunderwave
2nd Level (3 slots): Barkskin, Flame Blade, Gust of Wind, Lesser Restoration, Spike Growth
3rd Level (3 slots): Call Lightning, Dispel Magic, Plant Growth, Water Breathing, Wind Wall
4th Level (3 slots): Control Water, Dominate Beast, Freedom of Movement, Polymorph
5th Level (2 slots): Commune with Nature, Conjure Elemental, Greater Restoration, Reincarnate, Tree Stride
6th Level (1 slot): Heal, Sunbeam
7th Level (1 slot): Fire Storm
Action Surge. Once per short rest he can use an additional action on his turn.
Land’s Stride. Moving through nonmagical difficult terrain costs him no extra movement. He can also pass through nonmagical plants without being slowed and without taking damage if they have thorns, spines, or a similar hazard. He has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
Natural Recovery. Once per long rest during a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level of up to 5, and none of the slots can be 6th level or higher.
Nature’s Ward. He can’t be charmed or frightened by elementals or fey, and he is immune to poison and disease.
Second Wind. Once per short rest he can use a bonus action to regain 1d10 + 7 HP.
Wild Shape. As an action, he can magically assume the shape of a beast that he has seen before twice per short rest, max CR 1. He can stay in beast shape for 6 hours before reverting back to his normal form (or as a bonus action earlier or if he falls unconscious, drops to 0 hit points, or dies) and can transform two times per rest.
Traits
Agitation [IE 3, Frequent]. He gets annoyed or restless easily, more than is typical, with less provocation than expected for his emotional response. This can lead to difficulty in social settings and relationships. When this feeling surfaces, he must succeed on a DC 11 Wisdom (Insight) check to realize that his feelings are an agitation flare-up. On failure, he can attempt another check every round. Until successful, he has a −3 penalty on all Charisma checks except Charisma (Intimidation), with which he has a +3 bonus. He also has a +3 bonus to saving throws against being charmed.
Anhedonia (Social) [IE 3, Chronic]. He has resistance to being charmed and a +3 bonus against other forms of enchantment magic but a −3 penalty on Charisma (Performance) checks.
Diminished Motivation [IE 3, Frequent]. Arioch experiences a lack of motivation to start tasks. Due to this before starting a new task, he must succeed on a DC 11 Wisdom check. He reattempts the check every 3d4 minutes.
Emotion Fluctuation [IE 4, Chronic]. Arioch’s emotions fluctuate between Amplified Emotions (Enjoyable) (30 percent) and Baseless Emotions (50 percent) or both at the same time (20 percent). These episodes fluctuate every 1d20 days and last 5d8 + 5 days.
Stimulus Avoidance [IE 2, Triggered by Social Settings]. When faced with social settings, Arioch starts to feel panic resulting in heart palpitations, sweating, and other responses. When triggered, all spell casting and ability checks require he succeed on a concentration check or make the subsequent checks with a −2 penalty, and tasks that normally require a concentration check are made with a −2 penalty.
Actions
Extra Attack. He can attack twice whenever he takes the Attack action on his turn.
Mace +2. Melee Weapon Attack: +12, 5 ft., single target. Hit: 9 (1d6 + 6), bludgeoning damage.
Assistive Devices
Wondrous Item, uncommon
This helm has 3 charges. While wearing it, you have advantage on all emotion-related saving throws, including emotional conditions such as Baseless Emotions and the Charmed and Frightened conditions. You can expend 1 charge as an action to cast the Calm Emotions spell. The helm regains 1d4 − 1 (minimum 1) expended charges daily at dawn.
Background
During the first 150 years of Arioch’s life, he struggled with his strong emotional fluctuations. He would go from the depths of despair to intense anger that at times would lead to bouts of aggression. Once old enough to fight, Arioch became a mercenary with a group that spread chaos throughout the land. He would take any contract, regardless of the consequences of his actions. However, no matter how many lives he took or the riches he amassed, it did not stop the deep pain that Arioch felt.
On his 150th birthday, his grandmother sought out a local wizard and, with the money she had saved up, made a Wish. She wished that Arioch would find peace and be able to find balance both within himself and the world around him. Soon after, a traveling healer and tinkerer came to town. Seemingly by chance, the healer-tinkerer ended up at the grandmother’s door and spent the night, where she told him of Arioch’s pain and troubles. Touched by the love of this grandmother for her grandson, the tinkerer created the Helm of Tranquility.
After placing it on his head and gaining relief from his inner turmoil, Arioch thanked his grandmother and went on a long trip through the local forests alone. There he made a vow to the deep spirits of the forest to create balance, not only within himself but also the world around him. He began studying the druidic arts as a way of embodying this idea, and soon returned to taking on work as he felt called to it. Some of the work brought joy to the world, others pain. However, it was always in balance.
Personality
Until Arioch was gifted the Helm of Tranquility on his 150th birthday by his grandmother, he was a very angry young man. His life had been defined by this anger and expressing it in violence towards others. Once he donned the helm, Arioch moved instead towards finding balance in all things and follows this goal militantly. Due to this, Arioch will work for those both good and evil, constantly working towards a sense of balance related to a higher power and purpose. All that matters is that balance is created through his actions both within and without.
When around others, Arioch is caught in an internal struggle and actively works towards avoiding feelings of panic. When not donning the Helm of Tranquility, he is prone to feelings of hopelessness that have put his life at risk on more than one occasion. Due to this, he largely keeps to himself far from others and civilization unless called to a cause. Part of this is to protect himself since others cannot see the pain is grappling with and have invalidated his feelings in the past.
Plot Hooks
- The group is lost deep in the forest and in need of a guide.
- The group is looking for extra support for a quest either noble or questionable.
- Arioch presents himself as if called to the party’s aid in a moment of need to help restore the balance.