Amaris Kingvale

## Campaign Appearances

### Main Campaign(s)

*Ambitions and Avarice*, *The Trial of the Traitor*, *The Dilating One (Present)*, *The Calm Before the Storm*, *The End Game*

**Amaris Kingvale** is a player character featured in *The Trial of the Traitor*. She is played by StealthedChaos.

## Character Information

### Abilities

#### Origin

* Orde
	+ Religion
	+ +1 Cha

##### Suborigin

* Lineage of the Barrister
	+ Investigation
	+ Choose two tenets required by your class. You mustn't follow those tenets, but you may not actively work against your order or faith.

#### Feats

* Resilient Con
* Children of the Feywild
	+ You learn 1 cantrip of your choice from the druid class list. In addition, you learn two first level spells from the Ranger or Druid class lists. You can cast it at its lowest level; once cast, you cannot do so until you finish a long rest. Wisdom is your spell casting modifier for these spells.
	+ When you cast a Druid or Ranger spell that restore hit points, add your Wisdom modifier to the total amount healed (Minimum 1).

#### Cleric Abilities

* Dream Cleric Restful Spells
	+ Whenever you would cast a spell of first level or higher that would target your allies, heal them for a number of hit points equal to the spell's level.
* Dream Cleric Domain Spells (*Sleep, Cause Fear*)
* Dream Cleric extra cantrip (*Druidcraft*)

#### Druid Abilities

* (Shepherd) Druid Spirit Totem
* (Shepherd) Druid Speech of the Woods
* (Shepherd) Druid Mighty Summoner
* (Shepherd) Druid Guardian Spirit

#### Notable Items

**Iridescent Staff (Violet Artifact) (Rarity: ?????)** ***(Attuned)***

*Violet Attunement* – Attuning to this item takes up every Attunement slot you have and it can never be un-attuned, even if you die. If you should attempt to retire this character, it automatically suffers violet death and the staff is lost to the enemy. While attuned to this item, you are privy to the movements of the enemy, resistant to corruption, but the enemy can see you.

Worthy 4

https://i.pinimg.com/564x/6f/f3/69/6ff36905e00de0e6909354c0a3b23d0f.jpg

This staff wields the power of the prism. You may activate one of the following effects an an action, only once per long rest.

* Red – You fire a line of fire damage 120ft long. This line deals 10d6 fire damage. After dealing this damage, the staff grants a +2 to attack rolls to the wielder.
* Orange – You summon a rain of acid damage within 60ft and in a 30ft radius. This effect deals 10d6 acid damage. After dealing this damage, the staff grants a +2 to armor class.
* Yellow – You summon a bolt of lightning down upon a single enemy. This deals 10d6 lightning damage. This also knocks the enemy prone, if airborne it causes the creature to fall 200ft immediately. After dealing this damage, the staff grants a 20ft increased movement speed.
* Green – You summon a storm of poison, that attaches itself to three enemies you can see within 60ft. This deals 10d6 poison damage. After this damage is dealt, the staff grants a +2 to skill checks
* Blue – You summon a glacial prison, you may select an enemy within 20ft. That enemy takes 10d6 cold damage. It also has it’s speed reduced to 0 for 1 round. After dealing this damage, the staff grants a +2 to saving throws.
* Indigo – You summon the mortal light of the Seven. Doing so grants all allies within 30ft, 30 hit points. If an ally died within 3 rounds of the use of this ability that ally may live again if healed in this manner. You may only use this ability if at least 3 other colors have been used.
* Violet – All things have their price. For within the prism lies the strength of the enemy, ever tempting, ever waiting. For each other color you have implemented since the last long rest, there is a 10% chance at the start of your turn, you MUST use this color. When you use this ability all creatures within 1 mile, are stunned for 1 minute unless they are a servant of the enemy. This ability increases the entropy in the world by 1 when it is used.

All +2 passive effects last until you perform your next long rest.

Any research attempted into this item is perilous and risks violet corruption.

This item can only be destroyed by one of the Seven.

This item is considered a pawn.

**Top ‘at** Hat (Wondrous) - Common (85gp)

* Make a statement, look a bit weird, or have a hat to tip with: it’s perfect for any sort of occasion, or simply to cover your head when the wind is too forceful. The hat will never fall from your noggin’ due to the elements, and is surprisingly sturdy. Only another humanoid or yourself can remove it.