Sunny Skylark

3leggedpoet

Info


Profile



STRENGTH

-2

6

DEXTERITY

2

14

CONSTITUTION

0

11

INTELLIGENCE

4

18

WISDOM

1

12

CHARISMA

4

19

Biography

Sunny's father, like his father before him, and so-on through time, is the head of the local watchmaker's guild. Sunny was brought up within the guild; she is well known by its members, and knows enough about the ways of watchmaking and tinkery to get herself into - and sometimes out of - trouble.

Her father's prestige (and money) gained her a place in the Starburn Academy, where she has now studied for many of her formative years. She isn't especially close with any of her classmates, but will spend time with a small handful of them regularly. Mostly though, she prefers to sit in a quiet corner and concentrate on small, complex projects, building order into the world one wire at a time.

Sunny's sorcerous origins come from her family's longstanding history with watchwork. Or her family's longstanding history with watchwork comes from their sorcerous origins. It has been so long that no-one can quite remember which came first. The Skylarks, for as long as records have been held, have felt drawn to create a natural order to the world around them. Their hearts are wound like clocks, level-headed and steady-handed.



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Dante Bloodreign fighter

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Monty Kahuna monk

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Tiktik Warlock

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The Child Sorcerer

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Penco rogue

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STUDENT ID

Ru3npF4.png HOUSE: Castor
BEST SUBJECTS: Historia Theorius Class, Arcana Theorius Class
EXTRA-CURRICULARS: The Future Adventurers of the World, Animated Arts & Crafts, Immersive Literature Club
Sunny Skylark
CLASS: Sorcerer Clockwork Soul
SPECIES: Tiefling Bloodline of Mephistopheles
BACKGROUND: Guild Merchant Watchmaker's Guild
AGE: 15
GENDER: Female (she/her)
SEXUALITY: Lesbian
HEIGHT: 5'1

Design Notes

  • Sunny always has her pocket watch on her, typically pinned to the right side of her chest.
  • She's a teenager and she acts like one! Have fun with it.
  • The pin visible on her school uniform design is a crow, the symbol of her school house. It is also labelled 'prefect'.
  • Her pocketwatch has complicated facings so you are 100% welcome to simplify the design down if it's not the focus of the image.

Likes

Fiddling with mechanisms
Solving complicated puzzles
Reading mystery novels
Being helpful

Dislikes

Being late for scheduled events
Disappointing people
Not knowing how something works
People who she doesn't feel are trying hard enough







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Pocketwatch Family Heirloom

The watch's mechanism has been passed down through the Skylark family for generations, but each bearer's casing is unique. Sunny's casing was made by her father, and she is almost never seen without the watch.

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Watchmaker's Tools Toolset

A basic toolset, used to adjust, fix and create tiny clockwork mechanisms. Includes screwdrivers, tweezers, a set of broaches, a file and an eye loupe, as well as other useful items.

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Satchel School Bag

A smart leather satchel, with plenty of pockets.

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Wand Spellcasting Focus

A wand made of white birch, with a soft leather wrapping over the handle.

Permissions

You may draw this character!
You can ask me questions here or on discord.
You can draw this character interacting with your own or others.
Do not draw anything age-inappropriate for a 15 year old character
This character is not for trade or resale.


Trivia

  • Sunny has a strong perfectionist streak, and feels as though she must always live up to or exceed others' expectations.
  • She flicks the case of her pocket watch open and closed as a nervous tick.
  • Sunny’s heart beats like a ticking clock, once a second, on the second, no matter the time or activity. This has weirded out a number of nurses, but is also familial – her great-grandfather had the same effect.

WARNING: the following contains SPOILERS for my STARBURN group.
If you play with me then get out of this tab!


A Legacy Across Time

The Skylarks, for as long as records have been held, have felt drawn to create a natural order to the world around them. Their hearts are said to be wound like clocks, beating to the world’s never-ending rhythm. Their heads are level and their hands are steady, with eyes sharp enough to pick out the tiniest details. They make watches, clocks, timekeepers of the universe splitting the days into hours, minutes, seconds, with the tick of the clockwork. Evermore Skylark is head of the watchmakers’ guild, like his father before him, and his father before him, and so-on through time. A Skylark’s watch is as renowned for its intricate beauty as it is for its sturdiness.

Soon-To-Be Skylark is the most recent descendant in a long lineage of watchmakers. As the eldest, and currently only, child of Evermore, Sunny grew up surrounded by the tools of the trade, the ticking of clockwork, and the quick work of nimble fingers. She knows the watchmakers’ guild and its members like a second family, and they in turn know her- from the gnomish Hupgarden tinkerers to the proud Highforge dwarves, who cast the delicate gears and springs required for watchmaking.

Soon-To-Be “Sunny” Skylark is the first tiefling in a long lineage of humans. Her father is human, her grandparents are human, and their parents too were human. Sunny never knew her mother, and her father rarely talks of her, but she knows from the revile of her grandparents, and the horns on her own head, that something did not live up to tradition. Evermore worked tirelessly to keep Sunny from feeling the scorn of her infernal ancestry as a child, although he could not keep her protected from it entirely.

Sunny Skylark is the youngest innate magic user in a long lineage of sorcerers. Her sorcerous origins are sprung from her family’s longstanding history with clockwork. Or her family’s longstanding history with clockwork is sprung from their sorcerous origins. It has been so long that no-one can quite remember which one came first.

What they do remember is the Watch, and the Prophecy.


The Watch, and the Propecy

The Watch, like the magic, has been passed down from Skylark to Skylark, generation to generation. With each new owner, the housing is replaced, recreated, refurbished, but the clockwork mechanism remains the same. When Evermore wore the Watch, it was cased in a rounded, scrolling design made of dark wood and polished copper, created by his father, and passed down to him on his 12th birthday. On Sunny’s 12th birthday, she in turn received the Watch, this time encased in carved, tarnished brass, detailing a radiant sun across the cover. Aside from its casing, the second thing of note about the Watch is inscribed on its gears: the Prophecy.

The Prophecy, too, has been passed down. Its meaning has been wondered by countless tongues, its specifics analysed by countless scholars. At least thrice, its fulfilment was anticipated, but never seemed to truly take place. Some wearers of the Watch have claimed to be, or to know, the child of which the Prophecy speaks – many more have dismissed it as simple superstition, passed down so far that its original meaning is forever lost to time. Some call it poetry, some call it a curious version of a makers’ mark. But still, every Skylark knows it:

“When the day comes that the darkness rises with the sun, a child of brass will bring about the longest hour and break the perfect law.”

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Evermore Skylark Father

Sunny's father raised her primarily on his own, bringing her up within the Watchmakers' Guild. He is a doting father, even against his own parents' disapproval, but he struggles to keep his expectations of Sunny hidden.

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Symmetra Mother

Sunny's mother left soon after her birth, leaving no goodbye, nor method of contact. Sunny knows little about her beyond the fiendish traits that she inherited.

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Agis Skylark Grandfather

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Lucina Skylark Grandmother

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Spellcasting Ability

CHARISMA

Spell Save
DC

14

Spell Attack Bonus

6

CANTRIPS

SPELL SLOTS: -

conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Target: A point you choose within range
Components: V S
Duration: 1 minute

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 magic items, or carry more than 10 pounds.

transmutation cantrip
Casting Time: 1 minute
Range: Touch
Target: A single break or tear in an object you touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Target: A creature within range
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Target: Variable
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

evocation cantrip
Casting Time: 1 action
Range: Touch
Target: A creature you try to touch
Components: V S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

1st LEVEL

SPELL SLOTS: 2

abjuration lvl 1
Casting Time: 1 minute ( ritual)
Range: 30 feet
Target: A door, a window, or an area within range that is no larger than a 20-foot cube
Components: V S M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

abjuration lvl 1
Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components: V S M (holy water, or powdered silver and iron, which the spell consumes)
Duration: Up to 10 minutes ( concentration)

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

abjuration lvl 1
Casting Time: 1 minute
Range: Touch
Target: An object no more than 1 foot on a side
Components: V
Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

evocation lvl 1
Casting Time: 1 action
Range: 15-foot cone from self
Target: 15-foot cone from self
Components: V S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


"To rule yourself is the ultimate power."

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