★cal
sunvervain
- Created
- 2 years, 4 months ago
- Creator
- sunvervain
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- 1
Profile
CAL
ABOUT
"i hold my life out in front of me, dreams of who i wanna be."
people tend to forget that elves are a race descending from the fae and not just another humanoid race of the material plane. just a glance at cal's cheeky smile, though, is more than enough reminder that mischief runs through their veins. cal is incredibly fun-loving and a bit silly, and paired with their relatively chill demeanor and their friendly charisma, they make for a very lovely person to get along with.
while traveling together, cal can be a bit of a nuisance. they show affection through bullying. if you're lucky enough to be considered they're closest friend, you're likely to be subjected to "accidental" shoves and elbows to the ribs. it's all out of love, of course, but they probably wouldn't stop if you asked them to.
while cal wears their heart on their sleeve, there are some more upsetting feelings they'd rather not express. or, well, it's more like they'd rather not feel. it's much easier to bury a feeling with a laugh and a grin, anyways.
DESIGN
- scars and freckles all over body. don't forget nicked right ear
- magic appears like blood or viscera
- can have 3 tails, usually when fighting
- eyes surrounding their head are optional
- got blown up. burn scars optional
- ears move with mood
BACKGROUND
ADVENTURING DAYS
cal was born in a coastal town--at least, as coastal as you can get when an endless void replaces every ocean in the world. their parents were renowned adventurers, although retired, both powerful and magical in their own regard. cal aspired to be just like them when they grew up. they tried their damnedest to spark magic between their fingertips, studying and taking classes and being tutored by their own father. but they never could cast even the smallest cantrip, so instead, they learned to fight.
becoming an adventurer was easy in their hometown. they joined a guild, traveled to different continents with mysterious folk and friends alike, they did mercenary work to earn a bit of gold for themself. the years passed quickly as they explored and fought and never quite found what they were looking for. things were good. aside from the guilt they felt for failing their parents, aside from the looming existentialism of what exactly they were supposed to be doing. things were good.
until an old friend called them down to the guild hall.
THE TOMB
the friend had gathered a group of confident adventurers they'd traveled with before to take on the tomb located in the cursed forest on their home continent. the tomb was something of an urban legend--explorers who dove into it were never heard from again, and the older residents of town acted skittish when the topic was brought up. cal and the gathered party were confident in their skills, though. they agreed together to unveil the secrets of that tomb.
they should've been more afraid.
traps littered the corridors. nothing the group couldn't handle, of course, it just made every step a living hell, every corner a paranoid guess. and the automatons that stepped out of chambers in the walls were easy enough to fight, ignoring the blood oozing into their clothes. at the end of the tomb, the group stumbled into a dark chamber. a necklace sat on a pedestal at the center of the room, just behind the looming figure of a devil twelve feet tall.
safe to say, not all of them made it out alive. in fact, as far as Cal knew, they were the only one to survive. their party was torn apart in front of them, and in a last ditch effort they swiped the necklace from the pedestal and ran. with their mouth tasting of blood and their lungs burning and a heartbeat pounding in their ears, they almost didn't hear the whispered offer for help at the back of their mind. but they did. and in desperation, they took it.
FEATURES
RACIAL
DARKVISION
you can see in the dark up to 60 ft
FEY ANCESTRY
you have advantage on saves against being charmed, and magic can't put you to sleep
TRANCE
you enter a meditative trance instead of sleeping, which only lasts 4 hours
CLASS
AWAKENED MIND
you can telepathically communicate with a creature that knows at least 1 language within 30 ft of you
ELDRITCH INVOCATIONS
agonizing blast
gift of the ever-living ones
investment of the chain master
shroud of shadows
witch sight
chains of carceri
minions of chaos
PACT OF THE CHAIN
you know find familiar. your familiar may take the form of an imp, psuedodragon, quasit, or sprite
you can forego one of your attacks to allow your familiar to make one using its reaction
ENTROPIC WARD
using your reaction, you can impose disadvantage on attacks made against you. if the attack misses, you gain advantage on your next attack against that opponent until the end of your turn
THOUGHT SHIELD
you're immune to mind reading unless you allow it
you have resistance to psychic damage, and a creature dealing psychic damage to you takes the same amount you do
MYSTIC ARCANUM
you know one 6th level spell that you can cast once per long rest
MULTI-CLASS
BLOODLETTING FOCUS
when using a 1st level spell or higher to inflict damage, you deal an extra 2 + the spell's level necrotic damage
CHANNEL DIVINITY
turn undead
blood puppet
SPELLS
CANTRIPS
eldritch blast
minor illusion
toll the dead
spare the dying
guidance
thaumaturgy
1ST LEVEL (4 slots)
find familiar
hex
hellish-rebuke
sleep
ray of sickness
(cleric spells are prepared daily)
2ND LEVEL (2 slots)
crown of madness
invisibility*
suggestion
(cleric spells are prepared daily)
3RD LEVEL
4TH LEVEL
banishment
dimension door
raulothim's psychic lance
sickening radiance
5TH LEVEL (3 slots)
conjure elemental*
dream
hold monster*
telekinesis
6TH LEVEL
7TH LEVEL
RELATIONSHIPS
OTHER
LIKES
- dancing
- cute drinks
- traveling
- flowers
DISLIKES
- caves, corridors
- alcohol
- combat
- arcana
TRIVIA
- fox otherhearted
- mildly allergic to iron/silver
- emits an unstable magical aura
- 5'8 with platforms
- purrs like a cat
- voice claim, slightly scratchier
code by icecreampizzeria