Zephyr Summerbreeze

From The Wild Beyond the Witchlight
CHARACTER
Name Zephyr Summerbreeze
Player Matthijs
Background Charlatan
Species Fairy
Class Warlock
Subclass Archfey Patron
Alignment Chaotic Good
LEVEL
3
XP:
LOST
Fashion sense
PROFICIENCY BONUS
+2
STRENGTH
-1
8
-1 Saving Throw
-1 Athletics
DEXTERITY
+2
14
+2 Saving Throw
+2 Acrobatics
+4 Sleight of Hand
+4 Stealth
CONSTITUTION
+2
14
+2 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
0
10
0 Saving Throw
+2 Arcana
+2 History
0 Investigation
+2 Nature
0 Religion
WISDOM
+1
12
+3 Saving Throw
+1 Animal Handl.
+3 Insight
+1 Medicine
+1 Perception
+1 Survival
CHARISMA
+3
17
+5 Saving Throw
+5 Deception
+3 Intimidation
+3 Performance
+5 Persuasion
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training Light armor
Weapons Simple weapons
Tools Forgery kit
LANGUAGES
Common, Elvish, Gnomish
APPEARANCE

He has large, translucent wings with a pinkish hue and intricate vein patterns, giving him a delicate and ethereal appearance. His tall hat, adorned with colorful feathers and various decorations, adds to his whimsical charm. Zephyr's pointed ears peek out from under the hat, enhancing his fairy-like features.

His outfit is a delightful mix of colors and textures: a striped shirt with rolled-up sleeves, a vest with detailed buttons and decorations, and a purple fur-like trim around the shoulders. The overall ensemble, though mismatched and eclectic, perfectly captures the spirit of Zephyr's playful nature.

Zephyr’s presence is both captivating and mysterious.
ARMOR CLASS
13
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
+2
PASSIVE P.
11
HIT POINTS
Max 17
Current
Temp
HIT DICE
d8:   
SPEED
30
SIZE
Small
WEAPONS/CANTRIPS ATT/DC DMG/TYPE
Sickle +1 1d4+-1 Slash.
Eldritch blast +5 1d10 Force
120ft,V,S
Dagger +4 1d4+2 Pierc.
CLASS FEATURES
Pact of the Chain (invocation) "Find Familiar" as a magic action without expending a spell slot. Additional forms (Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite or Venomous Snake). Forgo 1 attack to allow familiar reaction with 1 attack.
Pact magic 2 spell slots of level 1. Refresh on short and long rests. Can replace 1 cantrip & 1 spell every level.
Misty Visions (invocation) You can cast Silent Image without expending a spell slot.
Mask of Many Faces (invocation) You can cast Disguise Self without expending a spell slot.
Magical Cunning 1 minute esoteric rite: Regain expended Pact Magic spell slots <= half of maximum (round up). Once per long rest.
Archfey Spells Warlock level 3: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep. 5: Blink, Plant Growth. 7: Dominate Beast, Greater Invisibility. 9: Dominate Person, Seeming.
Steps of the Fey Cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier per Long Rest. Whenever you cast that spell, You can choose one of the following additional effects. Refreshing step: Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

APPEARANCE
SPECIES TRAITS
Fairy magic Druidcraft cantrip. Level 3+: faerie fire spell. Level 5+: enlarge/reduce spell. Only cast the spells once per long rest or use spell slot.
Flight Gain a fly speed equal to your walk speed.
FEATS
Skilled(Persuasion, Insight, Stealth)
EQUIPMENT
  • Trinket: an enormous scale, perhaps from a dragon.
  • Leather armor, Sickle, Dagger x2
  • Arcane Focus (Orb), Book (Occult lore)
  • Costume, Fine Clothes
  • Scholar's pack: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.
  • Forgery kit: a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
  • Find familiar spell components x1 (incense)
  • Star's ball.
  • Two daggers, assassin's note, weird blue pointy hat
  • Hat of holding (worn)
  • Wand (snail racing) dancing lights
  • Balloon unicorn
  • Branding iron
  • Sprite skull
  • Sprite size nunchaku (given to familiar)
  • Shell with laughing sounds
  • Bronze broche with fly
  • Unused ticket for witch light carnival
Coins: 15 GP, 5 sp
SPELLCAST. ABILITY
Cha
SPELLCAST. MODIFIER
+3
SPELL SAVE DC
13
SPELL ATTACK BONUS
+5
SPELL SLOTS
Lvl 1: Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
Druidcraft
Level 0 transmutation (fairy)
Cast Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sen- sory 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. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a S-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.

Eldritch Blast
Level 0 (pact magic)
Cast Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Beam of crackling energy. Ranged spell attack against one creature or object (per beam). Hit: 1d10 Force damage. Level 5+: two beams. Level 11+: three beams. Level 17+: four beams.
Minor Illusion
Level 0 Illusion (pact magic)
Cast Time: Action
Range: 30 feet
Components: S, M
Duration: 1 min
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study 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. Sound. 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 of 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. Image. If you create an image of 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, since things can pass through it.

Hex
Level 1 Enchantment (Pact magic, slot)
Cast Time: Bonus action
Range: 90 feet
Components: V, S, M
Duration: Conc, <= 1hr
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (up to 24 hours).

Silent Image
Level 1 Illusion (Misty visions, at will)
Cast Time: Action
Range: 60 feet
Components: V, S, M
Duration: Conc, <= 10 min
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any 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 of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.

Disguise Self
Level 1 Illusion (Mask of many faces, at will)
Cast Time: Action
Range: Self
Components: V,S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Calm Emotions
Level 1 Enchantment (Archfey spells, slot)
Cast Time: Action
Range: 60 feet
Components: V,S
Duration: Conc <= 1 min
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

• The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. • The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.

Suggestion
Level 2 Enchantment (Pact magic, slot)
Cast Time: Action
Range: 30 feet
Components: V, M
Duration: 1 hour
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult's treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don't return.”

The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Witch Bolt
Level 1 evocation (Pact magic, slot)
Cast Time: Action
Range: 60 feet
Components: V, S, M
Duration: Conc <= 1 min.
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

On each ofyour subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell's range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Invisibility
Level 2 Illusion (Pact magic, slot)
Cast Time: Action
Range: Touch
Components: V, S, M
Duration: Conc <= 1 hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Faerie Fire
Level 1 Evocation (Archfey spells + fairy, slot + 1/long rest)
Cast Time: Action
Range: 60ft
Components: V
Duration: Conc <= 1 min
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Misty Step
Level 2 Conjuration (Archfey spells + Steps of the Fey, slot + Cha mod/long rest)
Cast Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

In addition, whenever you cast that spell, you can choose one of the following additional effects. Refreshing step: Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points. Taunting step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Find Familiar
Level 1 conjuration (ritual, Pact of the Chain, at will)
Cast Time: Normally 1 hour or ritual, now Magic Action
Range: 10 feet
Components: V, S, M (consumes incense with 10+ GP)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form. Additionally pact of the Chain: Additional forms (Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite or Venomous Snake). Forgo 1 attack to allow familiar reaction with 1 attack.

Phantasmal Force
Level 2 illusion (Archfey spells)
Cast Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Conc, <= 1 min
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Sleep
Level 1 enchantment (Archfey spells)
Cast Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Conc, <= 1 min
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Background

In the bustling city of Baldur's Gate, I was adopted by wealthy foster parents. Memories of my true parents were as elusive as the morning mist. Unlike the other children in the household, I was often ignored, except when visitors arrived. Dressed in fine clothes, I was paraded around to showcase the novelty of a fairy in their home. From these moments, I learned the art of impressing the rich and influential.

At the age of eight, a colorful poster for the "Witchlight Carnival" caught my eye, drawing me in with its promise of magic and wonder. My request to attend was swiftly denied by my foster parents. Determined, I waited for a day without visitors and sneaked out, tricking the gatekeeper to gain entry.

The carnival was a revelation; it felt like home among its quirky inhabitants. The sights, sounds, and scents formed a vibrant tapestry of emotions, making the day unforgettable. Near the end of my visit, I found myself drawn to the "Cabinet of Curiosities," a mix of marvel and dread. Among the exhibits was a tiny winged creature, smaller than me but with a knowing gaze. It seemed to plead for my help.

In the shadows, I liberated the creature—a spirit named Twinkle in the form of a Sprite. Together, we escaped over the fence and through the forest. Twinkle, a magical being tied to a powerful master, promised to teach me his arcane ways. As dawn broke, we returned to the manor, but our stealth failed, and I was caught. My foster parents, furious, confined me to the attic for a week. During this time, Twinkle began to teach me magic.

After my confinement ended, I found none of my old clothes suited me. I fashioned a new, eccentric outfit: a pink rug as a purple vest, a towel hat, and net pants. Parading this ensemble in front of visitors enraged my foster parents further, leading to an extended stay in the attic.

Twinkle convinced me that it was time to leave the stifling household. Four days later, in the dead of night, we attempted to escape. An irresistible urge to knock on every door delayed us, and I was caught again. In the ensuing chaos, I used Twinkle's magic to confuse my foster father, allowing me to crash through a window and vanish into the streets.

Life on the streets was tough, but Twinkle's guidance made me resilient. We charmed rich folk, sometimes earning sympathy coins, other times using trickery to steal or sell magical "Fairy artifacts." Many merchants became allies, offering help and spare merchandise. One notable merchant was Dhanell who always had a kind word and sometimes some good food.

I became well-acquainted with other street children and formed close bonds. Later, I met Ashira, a savvy tiefling girl who knew every corner of Baldur's Gate. Together, we ran schemes and survived.

Years passed, and a traveling circus arrived in town. Hoping for a connection to the Witchlight Carnival, I visited. Though there was none, the circus offered a chance to search for it again. I traveled with the circus, perfecting my charm and earning a living. On one voyage, I met a seafaring Harengon, named Brolin.