Neb

"Goin"

Neb "Goin" is a Rogue Warlock from the Tomb of Annihilation campaign.

## Background

If one were to trace the rumors far back enough they would find that Neb was either born in Lyrenton or was discovered as a baby, abandoned, just outside of it in Rose Quarry. Whichever is true makes little difference as Neb lived in Lyrenton until his guardian died in a quarry accident. He became a street urchin and honed his thieving skills surviving in the city. At the age of 11 he made his way to Eston. He found a new home and employment at age 15, and then once more relocated into the Cannith House at an uncertain age. There he remained, a faithful servant and performer for his lady until he was requested to join a newly formed special ops team, the Desolation Squad.

He used his sharpened and polished skills of manipulation and infiltration for the group's missions for years, until the Mourning occurred. It was at this point, faced with the loss of House Cannith, his home, and perhaps the only people he truly cared for, the shock of which made him unconsciously return to his natural state, revealing the truth of what he was to the rest of D-Squad

In his free time Neb enjoys practicing calligraphy, having been taught several styles of it during his first legitimate job.

## The Deed, The Debt, And The Deceit

After the events of The Mourning, Neb discovered a member of the Cannith family was still alive, and in need of help. In a moment of charity uncommon to him, Neb saved the life of young Aloan d'Cannith, rescuing him from a group that had designs to end the boy's life with the aid of Bucket and Fargus. Neb not only lost 300 gold to give Aloan safe passage and a new life, but lost an alias due to Fargus. Neb has always been especially unwilling to divulge just why he was so willing to put himself at such risk over Aloan d'Cannith, and the mystery grows only more bizarre as one attempts to find out just how Aloan became a member of the family.

Unbeknownst to Neb, Fargus had not only sold out his Hobgoblin alias, Ganne Talmor, a favorite for city infiltration, but also his alias Meya Thornsong. If Neb knew of this he would hack off Fargus' head and chuck it in a river to make sure the damn halfling could not get back up again.

## Meya Thornsong: A Memory and a Murder

Meya, a female human guise, was used by Neb to assassinate the head of a Medani branch family. This was done in a bid of counter-espionage, after the target had gained hidden knowledge of the Cannith family. While Neb was successful in the assassination, and the destruction of this sensitive information, it led to the release of a bundle of secrets about other families and notable individuals. The word of this death had been whispered throughout nations for quite some time before ever partially quieting. A partial description of Neb's disguise was released and so he chose to retire the alias. If it were discovered who she, and subsequently who he, was it could spell disaster for not only Neb, but the noblewoman that had ties to it.

## Aliases All Around!

Neb has a great number of aliases and alternate identities. When he needs something besides taking over some random no-name employee of an area, he creates his own identity.

* **Ganne Talmor**, a male Hobgoblin. One of Neb's earliest stock forms, it was a favorite of his that he loved to use to fly under the nose of people, sometimes rather literally.

* **Jada Parm**, a male Bugbear. Great for intimidation, Jada has been an enormous asset for Neb when it comes to getting information the hard way.

* **Nita Parlia**, a female Human. A beautiful woman with a unique scar on her jaw, one would not expect such an eye catching identity to belong to an assassin. But then, one also rarely expects that same beauty of poisoning a glass of wine at a party, or slip a thin blade between someone's ribs in the midst of a celebration.

* **Hath Iluthuli**, a male Drow. What is easy to ignore? A male Drow. Even easier? A beggar male Drow. Easier yet still? A blind beggar male Drow. No one notices Hath, especially since they do not expect he could be watching them through his cloudy, unfocused eyes.

* **Kelly Harkdat**, a female Dwarf. She does great work in places that are wary of anyone over four feet tall and gobliny. When Neb needs a stout fellow sliced, he goes for Kelly.

* **Dainar Færine**, a male Elf. This is Neb's default form for most cities, and was the one he had used while under the employ of House Cannith. It was an easy one to use to walk through Cyre without a second look.

* **Atann**, a male Chalt. The latest form that Neb is currently under the process of creating, to help him blend in with the natives and get more information with less suspicion.

* **Meya Thornsong**, a female Human. His first persona, used as the handmaiden of Malla Nettlelark, a human noble woman. He used this one-time guise for a high profile assassination, then retired it just as quick.

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. He was romantically involved with Lady d'Cannith, hence why he was so ardently loyal.
2. During his adolescence he got stuck in the form of a young woman (Meya Thornsong) and ended up becoming the handmaiden to a wealthy family member (Malla Nettlelark).
3. His first kill was the wealthy family member he had been handmaiden to, after unexpectedly turning back to normal and being discovered.
4. He was an orphan that lived most of his life in a band of three other orphan changelings, who would work together to distract and pickpocket people on the streets.
5. He once used a soup ladle to bash a leopard's skull in after being startled by it while cooking.

## Mechanical Stats

AC

16

HP

80

Temp

79

Initiative

4

Speed

30

Passive Perception

19

Attributes

Strength

9
-1

Dexterity

18
4

Constitution

14
2

Intelligence

10
0

Wisdom

12
1

Charisma

16
3

Skills
Acrobatics: 4Animal Handling: 5Arcana: 8Athletics: -1Deception: 7History: 0Insight: 1Intimidation: 7Investigation: 0Medicine: 1Nature: 0Perception: 9Performance: 7Persuasion: 11Religion: 0Sleight of Hand: 12Stealth: 12Survival: 1

Saving Throws
Strength Save: -1
 Dexterity Save: 8
 Constitution Save: 2
 Intelligence Save: 4
 Wisdom Save: 1
 Charisma Save: 3

Proficiencies

Simple WeaponsHand crossbowsLongswordsRapiersShortswords

Light Armor
Medium Armor
Heavy Armor
Shields

Thieve's toolPoison kitDisguise kit

Rogue (Assassin) Abilities

Sneak Attack: 4d6

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases every other level that is taken in this class.

▼Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action lvl 2

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Bonus Proficiencies Assassin lvl 3

When you choose this archetype, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate Assassin lvl 3

You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Uncanny Dodge lvl 5

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion lvl 7

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Warlock (The Archfey) Abilities

Spells Known: 4
Cantrips: 2
Invocations Known: 2

Spells Slots: 2
Slot Level: 2nd

Spell Save DC: 15
Spell Attack Bonus: 7

▼Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

**Cantrips:**
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown at the top.

**Spell Slots:**
At the top you can see how many spell slots you have. You can also see what the level of those slots are; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

**Spells Known of 1st Level and Higher:**
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability:**
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier (**15**)

**Spell attack modifier** = your proficiency bonus + your Charisma modifier (**7**)

**Spellcasting Focus:**
You can use an arcane focus as a spellcasting focus for your warlock spells.

▼Expanded Spell List Archfey

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

* 1st lvl: Faerie Fire, Sleep
* 2nd lvl: Calm Emotions, Phantasmal Force
* 3rd lvl: Blink, Plant Growth
* 4th lvl: Dominate Beast, Greater Invisibility
* 5th lvl: Dominate Person, Seeming

Fey Presence Archfey

As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC (**15**). The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

▼Eldritch Invocations lvl 2

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

You gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

▼Pact Boon lvl 3

Your otherworldly patron bestows a gift upon you for your loyal service. You have chosen the following boon:

**Pact of the Tome**

* Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
* If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Changeling Traits

Shapechanger:
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.