Lorelei Duskrin

3leggedpoet

Info


Created
1 year, 7 months ago
Creator
3leggedpoet
Favorites
1

Profile



About


STRENGTH

-3

5

DEXTERITY

1

12

CONSTITUTION

2

14

INTELLIGENCE

5

20

WISDOM

0

10

CHARISMA

5

20


Species: Drow

Class: Wizard, School of Necromancy

Background: Far Traveler

Gender: Female, she/her [transgender]

Sexuality: Queer


Biography

Text to come!

Inventory


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Spellbook

A small, heavily-thumbed journal full of bent corners and hurriedly-found bookmarks.

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Spellcasting Focus

A sun-bleached sparrow skull.

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Fiddle

A finely-carved ashwood fiddle, made with wood-elf sensibilities.

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Powdered Nightshade

A glass bottle stoppered with a blackened cork.


Playlist


" Decay is an extant form of life. "

00:40

02:56












Design Notes


  • Lorelei has prominent freckles across her face, continuing onto her ears, and also around the joints on the rest of her body.
  • Most of the references here are for her level one design, but if you want to get fancy with her then please go ahead! She loves gowns and classical gothic styles.
  • Her hair is in loose locs, a natural texture to her.
  • Big eyes, big ears, expressive face! Have fun!
  • Motifs include bones, bird skulls, wildflowers, stars.
  • Lorelei is 5'2 and of a slender build.


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.
Lorelei is transgender - don't get weird about it.
This character is not for trade or resale.

SUBJECT TO CHANGE:
Boy Howdy this backstory was Edgy™ and not even in a fun way when I wrote it.
I'm gonna be adjusting some stuff here to make it less Yikes.

Also I need to actually find the old pdf with this on it rip



The Underdark


Lorelei Duskrin was born and raised in the Eastmyr district of Menzoberranzan, a large drow city deep within the depths of the Underdark. She was assigned male at birth, and bore the brunt of the misandric believes of a Lolthite society as a child and adolescent.
The Duskrin family was large and poor; Eastmyr was only a small steps above the slums of the city, and housing was cramped, damp, and insecure. Food was hard to find and harder still to keep hold of, especially in such a large family. Like many commoner drow families, many generations, and many of their children, lived within close quarters, but for the most part very little love was shared amongst them. Lorelei was one of many siblings and cousins growing up together, although not all were so lucky to make it that far.

Lorelei was no stranger to death growing up, and although this was perhaps part and parcel as a child of the Underdark, it stirred a morbid curiosity deep inside her all the same. She lost several siblings to starvation, as well as other, less savoury, ends, and was surrounded by the cruel whims of the Matron Mother's tyranical rule.
At seven years old, Lorelei watched as her father was executed in the street for stealing a crust of bread. As the limp body was carted away to the catacombs, Lorelei's mind was also slowly turning.

Amongst the siblings that made it as far as their teenage years was Lorelei's sister, Thalra. Two years Lorelei's senior, the two had developed a close friendship, as well as a strong rivalry. Throughout their childhoods, the two had become near inseparable yet viciously competitive with one another, often to be found wrestling or quizzing each other on their studies in an attempt to one-up each other.
As the pair navigated adolescence, Thalra gained a notable advantage over Lorelei in displays of physical might, while Lorelei's keen mind and attention to detail brought her an edge in battles of knowledge.

However, as Thalra approached young adulthood, preparations were made to send her to Arach-Tinilith, the prestigious clerical school that resided in the upper escalons



The World Above


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[missing] Duskrin Sister

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Farley Lover

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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.


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