Liliana Elora Shaylee Eolande Lorrella Raisa Tatiana
[SBLOCK]Height 1’ 2”; Weight 6# ;
Hair: Long, shimmering colors that change with the seasons from fiery auburn to copper that shines like gold to blond like the rays of the gleaming sun
Wings: Bigger than I am, iridescent colors that reflects the bright sunlight in bursts of gold and the pale moonlight in pearly twinkles. Occasionally changes color with my mood.
Age: As old as the Cherry Tree planted at my birth
Patron Deity: Fey Ancestors who have granted our power
Sex: Female
Race: Pixie
Class: Warlock (ArchFey Pact)
Level: 5
Alignment: Neutral Good
Size: Medium
Type: Fey
Init +5;
Passive Wisdom ( Perception): 12
Languages : Common, Elvish, Sylvan
AC 15 (18 with Mage Armor)
HP XX (8 +4d8+10)
Saves: Wisdom and Charisma
Death Saves:
Speed 10ft. Fly 30 ft.
Proficiency Bonus: +3
Special Actions
Combat gear: None
Abilities
Str 5 -3
Dex 20 +5
Con 14 +2
Int 15 +2
Wis 14 +2
Cha 19 +4
Combat Stats:
Racial Traits: Size Tiny. Str -4, Dex +5, Con -1, Wis +2, Cha +2.
Magic resistance: advantages on saving throws against spells and other magical effects.
Innate Spellcasting (Pixie Dust)
At will: [SBLOCK=Druidcraft] Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits o f nature, you create one o f the
following effects within range:
• You create a tiny, harmless sensory effect that predicts
what the weather will be at your location for the next
24 hours. The effect might manifest as a golden orb
for clear skies, a cloud for rain, falling snowflakes for
snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open,
or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect,
such as falling leaves, a puff o f wind, the sound o f a
small animal, or the faint odor o f skunk. The effect
must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
small campfire.
[/SBLOCK]
1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep.
Superior Invisibility: The pixie magically turns invisible until its concentration ends. Any equipment the pixie wears or carries is invisible with it.
Background: Noble
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Gaming set, one language of choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse with 25 gp
Feature: Position of Privilege
Personality Trait: Common Folk love me for my kindness
Ideal: Noble Obligation: My duty is to protect and care for my people
Bond: Common Folk must see me as a hero / competent leader
Flaw: I am naive about the wide world around me
Class Features:
Proficiencies:
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Otherwordly Patron (ArchFey)
Pact Magic
Pact Boon (Pact of the Chain)
Invocations :
Beast Speech: You can cast speak with animals at will, without expending a spell slot.
Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components. Lasts 8 hours.
Agonizing Blast: Prerequisite: Eldritch Blast cantrip: When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit.
Skills : P Proficient
+5 Acrobatics
+2 Animal Handling
+5 Arcana P
-3 Athletics
+4 Deception
+5 History P
+2 Insight
+4 Intimidation
+2 Investigation
+2 Medicine
+5 Nature P
+2 Perception
+4 Performance
+7 Persuasion P
+2 Religion
+5 Sleight of Hand
+5 Stealth
+2 Survival
Spells known:
Cantrips: 3 Eldritch Blast, Mage Hand, Minor Illusion
1st: Charm Person, Sleep, Witch Bolt,
2nd: Enlarge/Reduce, Hold Person
3rd: Major Image
2 SPELL SLOTS
[SBLOCK=SPELLS]
Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam o f crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates more than one beam when you reach
higher levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.
Enlarge / Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within
range to grow larger or smaller for the duration. Choose
either a creature or an object that is neither w orn
nor carried. If the target is unwilling, it can make a
Constitution saving throw. On a success, the spell
has no effect.
If the target is a creature, everything it is w earing and
carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions,
and its weight is multiplied by eight. This growth
increases its size by one category—from Medium to
Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains
the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While
these weapons are enlarged, the target’s attacks with
them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions,
and its weight is reduced to one-eighth o f normal. This
reduction decreases its size by one category—from
Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks
and Strength saving throws. The target’s weapons also
shrink to match its new size. While these weapons are
reduced, the target’s attacks with them deal 1d4 less
damage (this can’t reduce the damage below 1).
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out o f a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate
Witch Bolt
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been
struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward
a creature within range, forming a sustained arc o f
lightning between you and the target. Make a ranged
spell attack against that creature. On a hit, the target
takes 1d12 lightning damage, and on each o f your turns
for the duration, you can use your action to deal 1d12
lightning damage to the target automatically. The spell
ends if you use your action to do anything else. The spell
also ends if the target is ever outside the spell’s range or
if it has total cover from you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st.
Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of
those types have disadvantage on attack rolls against
the target. The target also can’t be charmed, frightened,
or p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.
Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1dlO for each slot level above 1st.
Mage Armor (Armor of the Shadows Invocation)
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece o f cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor,
and a protective magical force surrounds it until the
spell ends. The target’s base AC becomes 13 + its
Dexterity modifier. The spell ends if the target dons
armor or if you dismiss the spell as an action.
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch o f fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points o f creatures
this spell can affect. Creatures within 20 feet of
a point you choose within range are affected in
ascending order of their current hit points (ignoring
unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature
to be affected.
Undead and creatures immune to being charmed
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2d8 for
each slot level above 1st.
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
else’s voice, a lion’s roar, a beating o f drums, or any
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an image o f an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to
the creature.
Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a
20-foot cube. The image appears at a spot that you
can see within range and lasts for the duration. It
seems completely real, including sounds, smells, and
temperature appropriate to the thing depicted. You
can’t create sufficient heat or cold to cause damage, a
sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a
troglodyte’s stench).
As long as you are within range o f the illusion, you
can use your action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For example,
if you create an image o f a creature and move it, you
can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different
sounds at different times, even making it carry on a
conversation, for example.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature
can see through the image, and its other sensory
qualities become faint to the creature.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, the spell lasts until
dispelled, without requiring your concentration. [/SBLOCK]
Equipment:
Familiar: Pseudodragon
Background:
As for her history it's pretty simple. She's the daughter of Queen Elora of , probably just a small - mediumish village in the forest. One day she'll become Queen but there is one little issue. She's sweet, kind, good hearted and fun, everything a fairy should be. The issue is she needs to learn how to be a little meaner and less naive so she can one day take proper care of her people. So her mother sends her out into the world to learn about it, experience life and passion and different cultures and even danger, before she returns home to do her duty. She doesn't send her alone though, the satyr has been tasked with protecting her.
So based on her personality, I am trying to stick with non deceptive spells. I'm not completely against them though. She's just pure at the start of the adventure anyway She does have the blast and can take damaging spells, after all she will protects her people. Her higher level is based on her mostly helping defend her home against intruders to her people's peaceful way of life.[/SBLOCK]
Currently staying: I'll say you would probably stayed mostly in the Clerk's Ward. Some apparently affluent young strangers offered you rooms at a place called the Civic Festhall, some sort of grand art gallery, opera house, and seemingly some kind of school, all rolled into one. It was so full of shops and cafes that at first you thought it was the whole of the city.