Idea
The Pun Tyrant
- Aurora Castillo
Lvl 2 Arcane Cleric / Level 1 Rogue
- Race: Fairy Reborn
Age/Gender: 921Year Old Girl
Height/Weight: 4 foot 6 (138 cm) / 49.5 lb (22.4 Kg)
Languages: Common, Sylvan, Celestial
More Appearance Details: Aurora's new body is small and childlike, with twintailed long blonde hair and green eyes. Held by a ribbon around her chest, she wears a short overcoat over a white leather dress which is loose enough not to disturb the small insect-like wings on her back which allow her to fly even while wearing them, and she carries around a staff with a crystal at the tip. When light shines on her skin, there appears to be a tiny tiny green glow on the surface, though this is easily missed.
STR
9Athletics: -1
DEX
16Acrobatics: +3|Sleight of Hand: +7|Stealth: +5
CON
13.
INT
12Arcana: +2|History: +2|Investigation: +4
Nature: +4|Religion: +2
WIS
18Animal Handling: +4|Insight: +4|Medicine: +4
Perception: +4|Survival: +6
CHA
14Deception: +2|Intimidation: +2
Performance: +2 |Persuasion: +6 - Alignment:
Neutral Good
Personality Traits:
*I guess I would consider myself motherly in a way. I was always mature for my age, and I just feel this need to help and lend people an ear or a shoulder to cry even if I can't help them.
*I am a hard worker, regardless of how difficult things may seem. When it comes to discipline I am almost always on the top of my game.
*I hold my privacy dear (in fact I like to sneak around in places for some alone time) and intend to show the same courtesy to others. Everyone's has secrets they want to keep, so I avoid prying into things more than necessary.
Ideal:
*Dignity - There are proper and improper ways to behave, if you truly want to be respected, you better behave in a way that is worthy of that.
*Presence - If you have a responsibility towards someone, you have a responsibility to be there for them as well. A protector, a teacher, a friend, a parent... if they aren't around, what's the point?
Bonds:
*The Name- There's a name... A name on the tip of my tongue ever since I came to this world. But I can't quite say it yet. I think I'll know when I hear the name of that place again.
*Makeshift Bracelet- A long time ago, I only had one, my closest friend. Those were some of the happiest times of my childhood, and this bracelet represents them. I would go to great lengths to protect it.
Flaws:
*I have something of an overactive sense of shame, and past a certain threshold I just can't think straight. It's like my mind goes "limp" so I end up not really able to act up.
*While I can certainly complain a whole lot, I have a hard time expressing what I actually want and I end up resigning myself to things that don't really satisfy me.
*I get a very fixed idea about people once I get to know them. I don't really judge people without knowing them, but once I think I know someone changing my mind about them is like moving a mountain.
Background:
Aurora's parents are both the descendants of immigrants, and from her grandparents they learned the harshness of trying to settle down in a new land and society. Cutting corners and a chin held high with pride was not a luxury her grandparents had, and this philosophy was very much passed down to their children. As such, Aurora's parents took what opportunities they could, even if that ended up settling them as a paparazzi and an actor for B-tier, who-the-hell-would-actually-do-or-wear-that commercials. Demeaning though it may be to themselves and others, it put food on the table, and with five children to take care of, it was a lot of food that needed to be on that table.
Aurora herself was the third child. Her two older brothers were not much of an example to follow, one self-entitled rebel without a hint of manners with a new girlfriend every week and whose mother barely managed to prevent him from selling drugs to fund his destructive lifestyle, and the other lazy beyond reason with nothing but videogames on his mind. Her younger brother was fond of pranks and seemed to utterly lack a sense of shame, hardly someone who would help take care of the youngest sister, who at least had the excuse of being a toddler given how continually covered in mud and snot she got. As the cherry on top of the cake, Aurora's father got himself arrested for trespassing and a few other petty crimes, thus forcing her mother to work even more to try to sustain their family.
Whether or not this was the whole story, it was certainly the world as Aurora perceived it, and so she simply couldn't bring herself to speak of anything pertaining to life at home or her family. At the same time, however, she was an unremarkable person in a lot of ways, struggling to properly keep up with classes of any kind and not having a lot of time to spare in account of the need to study to keep up and to help take care of her younger siblings. Making friends was something of a dream, as even if she approached someone or they approached her, the other person would quickly loose interest or think poorly of Aurora because she didn't have much in the way of hobbies and couldn't tell people much about herself as otherwise she might be revealing that awful, embarrassing home life.
Her greatest, if not in a sense her only friend in her early childhood, was Liam, an orphan boy she met one day while trying to get some alone time for a change. After he helped her out, she felt obligated to at least thank him properly, but when she attempted to bring him a gift she ended up discovering he was living in an orphanage. Perhaps things would have ended there if not for the curiosity of some of the younger children, thanks to whom Aurora ended up staying and even helping them out with their studies. She continued to help them in the days she could (perhaps even helping Liam himself) and came to strike a friendship with Liam in her time there. The two traded bracelets they made together shortly before Liam was adopted, to remind them of their friendship and meet up again someday.
Sure enough, they did. It was around the end of highschool, and Aurora had grown a fair bit. She was still rather shy, but by now she was also far more resolute and academically focused, and a fair number of acquaintances you couldn't quite yet call friends. Liam had changed quite a bit as well, and after spending some time together Aurora came to realize he wasn't acting only on his actual job... Once they shared their situations to each other, however, Aurora herself being unable to get a full scholarship which meant she wasn't able to pay for a college admission at all, they arranged a deal where Aurora would become Liam's agent.
Truth be told, his career was rising like a meteor anyway, but her childhood friend was her pride, and one of the few things about her life she could truly feel confident bringing forward. Her hard work ethic, strong conviction and academic orientation helped her muddle through into establishing connections and finding the best deals in the offers he got. She was particularly good at sneaking around, and getting to people and places that would help have the proper private conversations she would need to catch a new set of ears.
Things were all so smooth sailing, that it seemed strange. That is why, perhaps, she could only think it was karma when their plane crashed.
Fairy:
*Flight - Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
*Deathless Nature - You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
*Knowledge From a Past Life - You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rogue:
*Expertise - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
*Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. the attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
*Thieves' Cant - During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cleric:
*Ritual Casting - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
*Spellcasting Focus - You can use a holy symbol as a spellcasting focus for your cleric spells.
*Domain Spells - Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
*Channel Divinity - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
*Channel Divinity: Turn Undead- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
*Harness Divine Power- At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
*Cantrip Versality - Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Arcana Domain:
*Channel Divinity: Arcane Abjuration - Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Witherbloom Student:
*Witherbloom Initiate: You gain the Strixhaven Initiate feat and must choose Witherbloom within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Feats:
*Strixhaven Initiate - You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven's colleges: Lorehold, Prismari. Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). (Witherbloom / Druidcraft, Spare the Dying, Speak With Animals / Wisdom)
Blessing of Dolla, fey goddess of Trade:
The blessed has been granted a new body, enhanced by the protection of the goddess and granted a cheat ability. In their eyes lies the embers of the power of charms, encrypted a power to compel one to follow a command. You know and always have the spell Command prepared and may cast it at will without material or somatic components.
Proficiencies
Skills- Persuasion (expertise), Stealth, Nature, Survival, Investigation, Sleight of Hand (expertise)
Armor- Light Armor, Medium Armor, Shield
Weapons- Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools- Thieves' Tools, Herbalism Kit
Attacks
Quarterstaff - 1d6-1 (Bludgeoning)
Quarterstaff (Two-Handed) - 1d8-1 (Bludgeoning)
Short-Sword - 1d6 +3 (Piercing)
Dagger - 1d4 +3 (Piercing)
Dagger (Thrown) - 1d4 +3 (Piercing)
Proficiency Bonus: +2
Hit Points: 21
Hit Dice: 3d8
Armor Class: 14
Initiative: +3
Speed: 30 ft
Passive Perception: 14
Spellcasting Ability: Wis
Spellsave DC: 14
Spell Attack Bonus: +6
Channel Divinity Uses Left: 1/1 - Race: Fairy Reborn
- Race: Fairy Reborn
Class: Lvl 2 Arcana Cleric / Lvl 1 Rogue
Age/Gender: 921
Height/Weight: 4 foot 6 (138 cm) / 49.5 lb (22.4 Kg)
Languages: Common, Sylvan, Celestial
More Appearance Details: Aurora's new body is small and childlike, with twintailed long blonde hair and green eyes. Held by a ribbon around her chest, she wears a short overcoat over a white leather dress which is loose enough not to disturb the small insect-like wings on her back which allow her to fly even while wearing them, and she carries around a staff with a crystal at the tip. When light shines on her skin, there appears to be a tiny tiny green glow on the surface, though this is easily missed.
STR
9Athletics: -1
DEX
16Acrobatics: +3|Sleight of Hand: +7|Stealth: +5
CON
13.
INT
14Arcana: +2|History: +2|Investigation: +4
Nature: +4|Religion: +2
WIS
18Animal Handling: +4|Insight: +4|Medicine: +4
Perception: +4|Survival: +8
CHA
14Deception: +2|Intimidation: +2
Performance: +2 |Persuasion: +6 - Alignment:
Neutral Good
Personality Traits:
*I guess I would consider myself motherly in a way. I was always mature for my age, and I just feel this need to help and lend people an ear or a shoulder to cry even if I can't help them.
*I am a hard worker, regardless of how difficult things may seem. When it comes to discipline I am almost always on the top of my game.
*I hold my privacy dear (in fact I like to sneak around in places for some alone time) and intend to show the same courtesy to others. Everyone's has secrets they want to keep, so I avoid prying into things more than necessary.
Ideal:
*Dignity - There are proper and improper ways to behave, if you truly want to be respected, you better behave in a way that is worthy of that.
*Presence - If you have a responsibility towards someone, you have a responsibility to be there for them as well. A protector, a teacher, a friend, a parent... if they aren't around, what's the point?
Bonds:
*The Name- There's a name... A name on the tip of my tongue ever since I came to this world. But I can't quite say it yet. I think I'll know when I hear the name of that place again.
*Makeshift Bracelet- A long time ago, I only had one, my closest friend. Those were some of the happiest times of my childhood, and this bracelet represents them. I would go to great lengths to protect it.
Flaws:
*I have something of an overactive sense of shame, and past a certain threshold I just can't think straight. It's like my mind goes "limp" so I end up not really able to act up.
*While I can certainly complain a whole lot, I have a hard time expressing what I actually want and I end up resigning myself to things that don't really satisfy me.
*I get a very fixed idea about people once I get to know them. I don't really judge people without knowing them, but once I think I know someone changing my mind about them is like moving a mountain.
Background:
Aurora's parents are both the descendants of immigrants, and from her grandparents they learned the harshness of trying to settle down in a new land and society. Cutting corners and a chin held high with pride was not a luxury her grandparents had, and this philosophy was very much passed down to their children. As such, Aurora's parents took what opportunities they could, even if that ended up settling them as a paparazzi and an actor for B-tier, who-the-hell-would-actually-do-or-wear-that commercials. Demeaning though it may be to themselves and others, it put food on the table, and with five children to take care of, it was a lot of food that needed to be on that table.
Aurora herself was the third child. Her two older brothers were not much of an example to follow, one self-entitled rebel without a hint of manners with a new girlfriend every week and whose mother barely managed to prevent him from selling drugs to fund his destructive lifestyle, and the other lazy beyond reason with nothing but videogames on his mind. Her younger brother was fond of pranks and seemed to utterly lack a sense of shame, hardly someone who would help take care of the youngest sister, who at least had the excuse of being a toddler given how continually covered in mud and snot she got. As the cherry on top of the cake, Aurora's father got himself arrested for trespassing and a few other petty crimes, thus forcing her mother to work even more to try to sustain their family.
Whether or not this was the whole story, it was certainly the world as Aurora perceived it, and so she simply couldn't bring herself to speak of anything pertaining to life at home or her family. At the same time, however, she was an unremarkable person in a lot of ways, struggling to properly keep up with classes of any kind and not having a lot of time to spare in account of the need to study to keep up and to help take care of her younger siblings. Making friends was something of a dream, as even if she approached someone or they approached her, the other person would quickly loose interest or think poorly of Aurora because she didn't have much in the way of hobbies and couldn't tell people much about herself as otherwise she might be revealing that awful, embarrassing home life.
Her greatest, if not in a sense her only friend in her early childhood, was Liam, an orphan boy she met one day while trying to get some alone time for a change. After he helped her out, she felt obligated to at least thank him properly, but when she attempted to bring him a gift she ended up discovering he was living in an orphanage. Perhaps things would have ended there if not for the curiosity of some of the younger children, thanks to whom Aurora ended up staying and even helping them out with their studies. She continued to help them in the days she could (perhaps even helping Liam himself) and came to strike a friendship with Liam in her time there. The two traded bracelets they made together shortly before Liam was adopted, to remind them of their friendship and meet up again someday.
Sure enough, they did. It was around the end of highschool, and Aurora had grown a fair bit. She was still rather shy, but by now she was also far more resolute and academically focused, and a fair number of acquaintances you couldn't quite yet call friends. Liam had changed quite a bit as well, and after spending some time together Aurora came to realize he wasn't acting only on his actual job... Once they shared their situations to each other, however, Aurora herself being unable to get a full scholarship which meant she wasn't able to pay for a college admission at all, they arranged a deal where Aurora would become Liam's agent.
Truth be told, his career was rising like a meteor anyway, but her childhood friend was her pride, and one of the few things about her life she could truly feel confident bringing forward. Her hard work ethic, strong conviction and academic orientation helped her muddle through into establishing connections and finding the best deals in the offers he got. She was particularly good at sneaking around, and getting to people and places that would help have the proper private conversations she would need to catch a new set of ears.
Things were all so smooth sailing, that it seemed strange. That is why, perhaps, she could only think it was karma when their plane crashed.
Fairy:
*Flight - Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
*Deathless Nature - You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
*Knowledge From a Past Life - You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rogue:
*Expertise - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
*Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. the attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
*Thieves' Cant - During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cleric:
*Ritual Casting - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
*Spellcasting Focus - You can use a holy symbol as a spellcasting focus for your cleric spells.
*Domain Spells - Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
*Channel Divinity - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
*Channel Divinity: Turn Undead- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
*Harness Divine Power- At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
*Cantrip Versality - Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Arcana Domain:
*Channel Divinity: Arcane Abjuration - Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Witherbloom Student:
*Witherbloom Initiate: You gain the Strixhaven Initiate feat and must choose Witherbloom within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Feats:
*Strixhaven Initiate - You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven's colleges: Lorehold, Prismari. Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). (Witherbloom / Druidcraft, Spare the Dying, Speak With Animals / Wisdom)
Blessing of Dolla, fey goddess of Trade:
The blessed has been granted a new body, enhanced by the protection of the goddess and granted a cheat ability. In their eyes lies the embers of the power of charms, encrypted a power to compel one to follow a command. You know and always have the spell Command prepared and may cast it at will without material or somatic components.
Proficiencies
Skills- Persuasion (expertise), Stealth, Nature, Survival, Investigation, Sleight of Hand (expertise)
Armor- Light Armor, Medium Armor, Shield
Weapons- Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools- Thieves' Tools, Herbalism Kit
Attacks
Quarterstaff - 1d6-1 (Bludgeoning)
Quarterstaff (Two-Handed) - 1d8-1 (Bludgeoning)
Short-Sword - 1d6 +3 (Piercing)
Dagger - 1d4 +3 (Piercing)
Dagger (Thrown) - 1d4 +3 (Piercing)
Proficiency Bonus: +2
Hit Points: 21
Hit Dice: 3d8
Armor Class: 14
Initiative: +3
Speed: 30 ft
Passive Perception: 14
Spellcasting Ability: Wis
Spellsave DC: 14
Spell Attack Bonus: +6
Channel Divinity Uses Left: 1/1- Race: Fairy Reborn
-
Spells
-
Cantrips: (7)
*Druidcraft (Strixhaven Initiate)
*Spare the Dying (Strixhaven Initiate)
*Guidance (Cleric)
*Thaumaturgy (Cleric)
*Word of Radiance (Cleric)
*Mending (Arcana Domain)
*Prestidigitation (Arcana Domain)
First Level:
*Command (Cheat Ability) [Always Prepared]
*Speak With Animals (Strixhaven Initiate) [Always Prepared] [Ritual]
*Detect Magic (Arcana Domain) [Always Prepared] [Ritual]
*Magic Missiles (Arcana Domain) [Always Prepared]
*Purify Food and Drink (Cleric) [Ritual]
*Shield of Faith (Cleric)
*Cure Wounds (Cleric)
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Items
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Equipped:
Leather Armor (10 GP)
Quarterstaff (2 SP)
Short-Sword (10 GP)
Sack x3 (3 CP)
Fine Clothes (15 GP)
Bedroll (1 GP)
Amulet (5 GP) [Holy Symbol]
Currency:
0 PP
22 GP
7 SP
7 CP
Carrying:
Shield (10 GP)
Dagger x2 (4 GP)
Waterskin (2 SP)
Herbalism Kit (5 GP)
Mess Kit (2 SP)
Torch x3 (3 CP)
Ink (10 GP)
Ink Pen (2 CP)
Rope-Hemp (1 GP)
Rations x10 (5 GP)
Tinderbox (5 SP)
Parchment x5 (-5 CP)
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