Some other extras, backstory, and personality traits for a description here, considering the sheet didn't have a lot of space for my backstory.
Backstory: Calcifer was born a traveler, born an adventurer. Ready to seek the world outside of his quaint hometown he traveled far and wide. Experiencing all the wonderful world had to offer. He was but 16 summers when this all began. Ran away from home with a few rusted weapons and the clothes on his back. Bold and ever daring to meet danger face to face if needed, Calcifer used his cunning wit to hurdle through obstacles set before him when his agile body couldn't meet the demands. Calcifer spent a few years traveling around and taking note of many lands before a brush of fate bumped into his tiny form.
A opprotunity to seek more adventure, to find companionship and experience the life as a Sky Pirate. The Gilded Daisy was searching for more recruits, and Calcifer was eager to join.
With the money he had saved from doing odd jobs, Calcifer upgraded his arsenal with equipment better suited for the lifestyle of a Sky Pirate. A short sword, scimitar, and a light crossbow. Calcifer had long since studied magic as a means for fun, and finally had the chance to equip himself with it when joining the Pirate Crew. Our Halfling hero was about 19 when he joined the The Gilded Daisy Crew. It took him many months to climb the ranks, to be trusted and prove his worth to the Captain, Fargus Westwind of his navigational abilities. Within but a year and a half, Calcifer was finally at the helm of the ship, charting courses and ensuring the ships' pathways were as smooth as warm butter on toasted bread. Now having been a navigator for 2 years, Calcifer is confident in his abilities, and in the trust he places on all of his allies on the Gilded Daisy.
Personality: Calcifer is quick-witted, quite an opinionated fellow but holds respect for those who he follows, as well as those following him. Don't let his short stature get the best of you; He knows how to fight, and very well at that. He rarely rejects ideas from his leaders unless he believes there's some flaw or slight mistake in their decision making, which he will raise his concerns to them in order to best figure out how to go about a plan and its specifics. Deathly loyal to those he considers friends and crewmates, he will never sell others out just for a pouch of gold. He may seem grouchy or snappy to his friends, but that is just the way he shows his affection to them. If he doesn't insult you, he probably doesn't like you at all.
Quirk: Calcifer always has a gold piece in his left hand when relaxing or during day-to-day activities. He'll toss and catch it, play tricks with it or run it along his knuckes for fun. This gold piece seems to mean something to him, as he always slips it into a special breast pocket in his leather coat. If asked about it, he'll always say "Its an important trinket of mine."
"You want to hear my story? No. No you don't. You don't want to hear about about my sob life. About how I used to be to be a naïve rich girl without a care in the world. About how my happy little life came crumbling to the ground when the cult stepped in. How I was forced to watch my parents get slaughtered. About the...things...they did to me. Tried to do to my little sister."
"No. You don't care about that. You just want to know what the freak can do for you. Well let me tell you. With the snap of a finger I can sap the strength from your limbs. With a whispered word I can make fighting the most painful thing you've ever done, or make you think I'm your best friend before knocking you out in an alley. That is if my pet doesn't get to you first. It's all been pretty useful for bounty hunting. But I've gotten to much attention recently from the wrong crowd and it's time Peggy and I moved on. I'm not too sure about being a pirate, but I don't exactly have a choice anymore, and I'm willing to do anything to keep her safe. No matter how filthy I have to get my hands in the process."
Weapons and Armor
Dagger - +6 hit / 1d4+4 piercing
Whip - +6 hit / 1d4+4 slashing / Reach
Blowgun - +6 hit / 1+4 piercing / 25/100
- DC 11 Con vs Poisoned (Fail by 5 or more equals unconscious)
Racial Feat: Poisoner
When you make a damage roll, you ignore resistance to poison damage.
You can coat a weapon in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Witch's Curse: Loveless
You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn’t count against your number of spells known. The spell is improved in the following ways:
Once per turn as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
Your familiar uses your spell attack bonus instead of its own attack bonus on attack rolls.
Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
You add twice your witch level to your familiar’s maximum hit points.
When you cast a spell, you can deliver it through your familiar as if it had cast the spell, even if the spell doesn’t have a range of touch.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: death snail, flying book, homunculus, mock, moon jelly, pet rock, pseudodragon, rag doll, sprite, tin soldier, winter wolf pup, and yarn golem.
Hexes: Beckon Familiar
You can cast the find familiar spell as an action without expending a spell slot or spell components. Once you cast this spell in this manner, you can’t do so again for 1 minute.
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points is increased by twice your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires.
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.
You can use your bonus action to shroud yourself with an evil smog. Until the end of your next turn, you gain the following benefits:
• Your Armor Class equals 12 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.
• When you make an attack with a melee weapon that lacks the Heavy property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.
• If you take damage from a creature you can see within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
At 2nd level, you can use your bonus action to cackle. The duration of your hex extends by 1 round for each creature affected within 60 feet of you. Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.
You fling a ball of eldritch energy at a creature or
object within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d8 force damage,
and each other creature within 5 feet of the target must
make a Dexterity saving throw. On a failed save, a
creature takes half as much damage.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
You conjure minor paranormal phenomena and
other ominous effects. You create one of the following
magical effects within range for 1 minute:
• You cause all candles, torches, and other open
flames to darken and flicker.
• You create a quiet sound that originates from a
point of your choice within range, such as ominous
whispers, the drone of insects, or the sound of
• You create up to four torch-sized spectral, glowing
orbs, which float around within range. The orbs do
not provide light, apart from a dim glow.
• You can chill or warm the air in a 10-foot cube by
• Cause small, unattended objects to rattle or levitate
an inch off the ground.
If you cast this spell multiple times, you can have up to
three of its effects active at a time, and you can dismiss
such an effect as an action.
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 of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
Casting Time: 1 action Range: 60 ft Components: S Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time: 1 action Range: 60 feet Components: V, S, M (incense and a black candle) Duration: Concentration, up to 1 minute
Lighting a candle, you speak dark curses in a lost
tongue, directed at one creature you can see within
range. That creature must make a Wisdom saving
throw or be cursed for the duration. While cursed,
whenever that creature takes the Attack or Cast a Spell
action, it takes psychic damage equal to 1d8 + your
spellcasting modifier. The creature can repeat their
saving throw at the end of their turn, ending the effect
on a success.
A remove curse spell ends this curse early.
At Higher Levels. When you cast this spell using a
spell slot of 2nd-level or higher, you deal an additional
1d8 psychic damage for each slot level above 1st.
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of 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 of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Casting Time: 1 action Range: Touch
Components: V, S Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Casting Time: 1 action Range: 30 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Casting Time: 1 action Range: 60 ft Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Casting Time: 1 bonus action Range: Touch Components: V,S Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Blowgun (20 needles)
5 Vials (Pseudodragon venom - DC 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake)
Money: 20 gp
Background Feature:Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Sarcasm and insults are my weapons of choice.
Languages Understands Common And Draconic But Can't Speak
Challenge 1/4 (50 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4 + 4 (1d4+8 Dire)) piercing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 1d4 + 4 (1d4+8 Dire) piercing damage. The target must succeed on a dc 14 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake
Name: Crow Race: Changeling Class: Wild Magic Sorcerer Gender: Her true form is female, but she can just as easily embody male forms very comfortably. Alignment: Chaotic Neutral Appearance: Crow's appearance is often based on whatever striking features stick out to her from strangers. Ever since she was young, she's enjoyed sketching particularly interesting humanoids and shifting into them - even now she often fills mountains of sketchbooks with beautiful faces that flit through her mind. Around the crew, she sometimes feels comfortable enough to change small features of her appearance every so often, such as hair color, lip color, or eyes.
Crow has two basic forms - her true form and her basic human disguise. Her true form has pale skin tinged with purple blushing, and dark-rimmed milky white eyes. It's unmistakably a slightly disturbing visage, yet she enjoys her true form more than many other changelings, often shifting into it when she is alone. In contrast to her unsettling true appearance, her most commonly used disguise is of a pale human with messy bangs and a cute, unassuming face. If the situation requires, she also enjoys taking the form of a male high elf or tiefling. Personality: Crow is a changeling desperately in love with a world that hates her. All her life she has been in infatuated with the energy of the world around her, and those within it. She's bright and curious, in love with the pirate life for the simple fact that it allows her to see what's beyond the horizon. Within her lies a manic and chaotic power that she can only hope to control and understand, yet this only encourages her to try and sate the wanderlust in her chest. Crow herself has never had a family, but the power within her serves as a faithful companion that provides the only comfort she has ever known - the knowledge that she is connected to something. She doesn't know what she yearns for, but she sails to find out. Quirk: Crow loves to sketch her crewmates, though she's often very hesitant to let anyone look through her works. Age: 19 A bit of backstory: Crow is at heart, a very lonely creature. She has never known a family or a home, instead spending much of her life running from those who seek to hurt her for her differences. Her sketchbook and her outbursts are the only givens in her life. At least, they were until she was hired by Fargus. In her darkest hour while being hunted by a strange group seemingly interested in her powers, she was given the opportunity to sail the skies as a pirate. They allow her to work where she's needed, be it using her powers to shroud the ship in fog or to aid the (very capable but sometimes grumpy) navigator. She's eager to protect her little home while it lasts, though like most other moments of connection in her life, it likely won't last. Other: Sorry this took so long! I had a lot of ideas I wanted to work through with her~