Zephyr Summerbreeze

From The Wild Beyond the Witchlight
Revision as of 08:50, 23 November 2024 by Matthijs (talk | contribs)
CHARACTER
Name Zephyr Summerbreeze
Player Matthijs
Background Charlatan
Species Fairy
Class Warlock
Subclass
Alignment Chaotic Neutral
LEVEL
1
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
0 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
SIZE
Small
HIT POINTS
Max 10
Current
Temp
HIT DICE
Max 1d8 Spent
SPEED
30
PASSIVE PERCEPTION
11
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 1 spell slot of level 1
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 (altered from normal rules) Possible to fly low above ground for 30 ft. Needs endurance check to fly further. Advantage on things which are easier while flying (jumping/climbing/balancing).
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)
  • Scholar's pack, Forgery Kit, Costume, Fine Clothes
  • Find familiar spell components x1 (incense)
Coins: 15 GP, 8 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
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 Eldritch Blast
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 Minor Illusion
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.

Charm Person
Level 1 Enchantment
Cast Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage

if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Witch Bolt
Level 1 evocation
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 ifthe 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 by1d12 for each spell slot level above 1.

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.