Zephyr Summerbreeze
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 |
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Armor Training Light armor |
Weapons Simple weapons |
Tools Forgery kit |
LANGUAGES |
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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 |
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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 |
SPECIES TRAITS |
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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 |
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Skilled(Persuasion, Insight, Stealth) |
EQUIPMENT |
---|
|
Coins: 32 GP |
SPELLCAST. ABILITY | |||
---|---|---|---|
Int |
SPELLCAST. MODIFIER | |||
---|---|---|---|
0 |
SPELL SAVE DC | |||
---|---|---|---|
10 |
SPELL ATTACK BONUS | |||
---|---|---|---|
+2 |
SPELL SLOTS | |||||
---|---|---|---|---|---|
Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
SPELL EXAMPLE RITUAL |
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Level 0 Transmutation (ritual) Cast Time: Action
Range: 30 feet Components: V, S, M
Duration: 1 round |
Example spell description |
SPELL EXAMPLE CONCENTRATION |
---|
Level 1 Enchantment Cast Time: 1 hour
Range: 10 feet Components: V, S
Duration: Conc (1 hour) |
Spell example description |
HIGH LEVEL SPELL EXAMPLE BONUS ACTION |
---|
Level 9 Evocation Cast Time: Bonus Action
Range: 1200 feet Components: V
Duration: Instantaneous |
Kill everyone |
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. Early on, I befriended a Harengon named Brolin. 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 reunited with Brolin, and our adventures continued.