Calluna Astraea
Ac3Kat17
Profile
12
STR (+1)
18
DEX (+4)
6
CON (-2)
11
INT (+0)
15
WIS (+2)
12
CHA (+1)
- Trance - You don’t need to sleep, and magic can’t put you to sleep. You finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
- Fey Step - As a bonus action, you magically teleport up to 30ft to an unoccupied space you can see. You can use this 2x/long rest. Your Fey Step gains an additional effect based on the season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your WIS modifier (12):
- AUTUMN. After you Step, two creatures of your choice you can see within 10ft of you must succeed on a WIS saving throw or be charmed by you for 1min, or until you or your party deal DMG to the creatures.
- WINTER. When you Step, a creature of your choice that you see within 5ft of you before you Step must succeed on a WIS saving throw or be frightened of you until the end of your next turn.
- SPRING. When you Step, you touch a willing creature within 5ft of you. That creature teleports instead of you, appearing in a space of your choice within 30ft.
- SUMMER. After you Step, each creature of your choice that you see within 5ft of you takes fire DMG equal to your proficiency bonus.
- Sneak Attack - You know how to strike subtly and exploit a foe's distraction. Once/turn, you can deal an extra 2d6 DMG to a creature you hit if you have ADV on a finesse or ranged weapon attack. You don't need ADV on the attack if another enemy of the target is within 5ft, it isn't incapacitated, and you don't have DISADV on the attack roll.
- Cunning Action - Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
- Ear for Deceit - You develop a keen ear for picking out lies. Whenever you make a WIS (Insight) check to determine whether someone is lying, treat a roll of 7 or lower as an 8.
- Eye for Detail - You can use a bonus action to make a WIS (Perception) check to spot something hidden or to make an INT (Investigation) check to uncover or decipher clues.
- Insightful Fighting - You gain the ability to decipher an opponent's tactics and counter them. As a bonus action, make a WIS (Insight) check against a creature you can see that isn't incapacitated, contested by a CHA (Deception) check. If you succeed, use your Sneak Attack against that target even if you don't have ADV on the attack roll, but not if you have DISADV on it. This benefit lasts for 1 min or until you successfully change targets.
- Leather Armor - Calluna refuses to be taken out by anything other than the disease coursing through her veins. Mortal wounds be damned, she's already got an appointment with death, thanks.
- Theives' Tools - Calluna's tools of the trade. Integral to her ability to complete jobs safely, completely, and silently. Her most used tools are scattered in hidden compartments in her outfit.
- Filigree Glass Bottle - An unknown sparkly liquid shimmers inside when shaken. Looks like someone'd pay a pretty penny for a sip of it...
- Copper Airtag Ring - Whomever is attuned to this item knows where it is at all times. Calluna doesn't wear it on her hand because she doesn't think it goes with her palette.
- Knave's Eye Patch - ADV on sight-based Perception checks, disregard sunlight sensitivity, immunity to magic that allows others to read your thoughts or determine if you're lying. Creatures can only telepathically communicate with you if you allow it.
- Explorer's Pack - Hardtack, jerky, bedroll, and a couple of backup plans. Everything an adventurer needs to survive their day-to-day shenaniganry.
- Rapier - 1d8 Piercing DMG, Finesse.
- Shortbow - 1d6 Piercing DMG, Ranged.
- Dagger x2 - 1d4 Piercing DMG, Ranged.
- Guide to Waterdeep - It's always critical for a newbie to get to know their surroundings first during any mission.
- 64 GP, 8 SP, 2 CP
- Armor - Light
- Shields
- Weapons - Simple, Martial
- Tools - Theives' Tools
- Common
- Elvish
- Sylvan
- Theives' Cant
- Darkvision - 60ft
- Fey Ancestry - You have ADV on saving throws you make to avoid or end being charmed.
Purple sclera, Gold irises
White and Brown / Tied back / Fluffy and Long
Frail but Dextrous
Wardrobe: Shirt, Pants, Leather Kneecaps, Gloves, Long Boots, Bracers, Additional Pouches + Vial Holsters, Jewelry
Calluna loves decorating herself in shiny things. She will adorn herself in gold whenever given the chance, even if it's not the most stealthy choice. Carries around a change of nice clothes for 'espionage'.
Calluna's eyepatch is worn for nightvision-preserving purposes, and she switches which eye it's worn on somewhat frequently depending on the situation. She stole it from a noble promptly after arriving in Waterdeep.
Calluna is absolutely covered in freckles that multiply every summer. She tends to keep her skin covered up, but where it's exposed there are SO many freckles.
Uses tons of exterior pouches, vials, and interior hidden pockets in her clothes. Only she knows where things are located on her body, and there is always another knife waiting to be pulled out from somewhere...
- Since she is an Eladrin, Calluna's appearance changes slightly with each season. This includes her magical particle effects, which cycle.
- Calluna is NOT missing an eye and is NOT scarred under the eyepatch. It's a magic item that's also used for preserving darkvision; kind of like a pirate!
- Calluna always keeps her hair tied up in an attempt to keep it out of her face. Her hair ties usually do a decent job in the colder months, but during spring and summer her hair is simmply unmanagable.
- Brown cycles through her hair throughout the year. In summer and fall it's contained to her roots, but in Winter and Spring it's kept to the ends of her hair.
Personality | “That's really funny if you think that tiny pile is all the hidden knives I have on me.”
Once you understand Calluna's background, almost everything about her falls into place. Her Elvish heritage gave her a fierce independent streak and inspires her to live life by her morals and no other rules- Calluna finds life in the back alleys to be much more fun than that surrounded by people and order, so that's where she stays. She knows her life is likely to be cut short unless she finds a cure, so she's bold and impetuous in everything she does. Life is meant to be lived to the fullest, after all, so why not break a few laws here and there? The rich folks certainly don't need ALL thair money, and it's for the greater good! ...mostly.
Calluna is upfront and to the point, always adamant that she has no time to waste on words and plans when she could be getting things done instead. Understandably, she doesn't like to waste a lot of time on deliberation or beaurocracy while she can feel her body degenerating by the moment. Her illness can make her snappy or upset, and is prone to flare up due to any number of reasons. Symptoms range from general tiredness to joint pain to coughing up blood, depending on the day. Calluna prefers to be involved and up front in the action, although ironically she's awful in hand-to-hand fights since her frailty renders her useless after a couple hits. She can usually be found relegated to the backline with her trusty bow in hand.
Integrous
Calluna's entire life has been marked by a reliance on those around her due to her chronic illness. She never knows when she'll be taken out of commission and she greatly appreciates all everyone does to help her when she's out of it. Her strong moral character and integrity makes sure she keeps her word in repaying those who've helped her in various ways.
Impetuous
Calluna lives her life like it's on a timer, because it honestly may as well be. Anything she does, she does with wild abandon, throwing her all into any task her body will let her accomplish. She's here to make her mark on the world, and with what little time she has, she has to be bold in order to accomplish her goal... at least in her eyes.
Upfront
Calluna has no time nor patience to use uselessly fancy words or long-winded sentences to get at her meaning. She's very upfront with the way she is about everything and refuses to sugarcoat her words. She doesn't necessarily lack tact, but does prefer to use as few words as possible. She almost never uses Thieves' Cant because of this.
Sickly
Calluna is afflicted with an unknown and incurable disease. Some days it's manageable and she feels on top of the world, and other days she's coughing up blood unable to move. Though she's tried countless remedies from endless healers of various means, nothing has stuck other than to generally ease the symptoms that present themsevles.
- Shiny Trinkets
- Adventure
- Proving Herself
- Silence
- The Smell of Wet Stone
- Her Chronic Illness
- Getting Caught
- Waiting Lists
- Overgrown Hair
- Pointless Paperwork
Calluna is your standard Eladrin child from the Feywild, grown up among magic and mystical powers far beyond anyone's understanding. Her playmates as a child were the immensely powerful old gods of ancient forests and natural rules long forgotten by modern civilization. Fitting, then, that she would come under the affliction of one of those incomprehensible forces that she was so familiar with. Calluna's not quite sure when she started feeling 'off', but it's a feeling that's been haunting her all her life and has been slowly eating at her insides... literally. Now she finds herself stuck with a degenerative disease, and no idea where it came from. Some doctors suggested a curse, while others simply thought it was her disposition. No treatments seemed to do anything useful or permanent other than numb the discomfort which would eventually turn to pain.
The family travelled farther and farther from their home, but were only running into the same answer time and time again. Getting no help from their native lands, running out of ideas, and given another wild lead by an outside source, Calluna's family moved to Evermeet to hopefully find some better cures from far-off realms. They moved to Evermeet, a safe island haven off the Sword Coast for elves of all sorts, and continued their search for a cure. Unfortunately for them, nothing particularly new nor helpful was discovered like they'd hoped, and getting back to the Feywild is a much more daunting task than leaving it...
Calluna, meanwhile, was busy growing ever more restless at being treated like an ailing toddler, even though she felt fine (or at least fine enough) and practically an like adult already, thankyouverymuch (according to her half-elf friends, anyways). She would sneak out when her parents were out looking for cures to rendezvous with her friends and train- they thought that if she could get stronger, maybe her body would naturally overcome whatever was afflicting it. That didn't end up happening, but it did give Calluna some very sharp senses and deft movements that would only get more refined over the years. Somewhat of a kleptomaniac, once Calluna got the hang of picking locks, she was obsessed and caught rogue fever. She thought they were the coolest ever (because they are) and Calluna almost immediately knew what she wanted to do for however much time she had left.
Quietly fed up with the ideal of elvish superiority that ran rampant through Evermeet, Calluna decided that she would spend her days trying to be the opposite; someone for the people, no matter who those people were. Freeing artworks and treasures from snobbish royals' vaults seemed to be an excellent pasttime, and the more she did it the better she was at not getting caught. More time passed, and Calluna felt herself degenerating. She knew she couldn't continue her life anchored to this island, waiting to die. Though Evermeet was truly an Elvish paradise, there had to be more of the world, and who said that elves had all the answers anyways? Plus, maybe someone could finally get a clue as to what was wrong with her. Thus she boarded a boat to the Sword Coast (without her parents' knowledge or permission, of course) and set off on a new life to find a cure, or die trying.
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- Unlike some other Eladrin, Calluna does not have the ability to change her season at will and needs to wait for the passage of time for her form and associated effects to change. She associates this to her illness, but she also does that with most things about herself that she dislikes.
- Calluna specifically sheds flowers and flower petals of the Heather variety (genus Calluna). She can't control their production, nor can she keep the petals around for more than a couple hours unless it's summer (and even then they don't stick around for much longer). She has no idea where they come from or where they disappear to.
- While Calluna isn't particularly irreverent, she also doesn't worship any one god in particular. She jokes that she'll worship whichever one can actually heal her, and so far that's been none of them. She thinks you'd be pretty stupid to deny divine existence, though, most everyone knows that.
- Calluna's favorite time of year is the transition from late summer into fall. This is both the time when there is the least amount of pollen in the air, and also when her flower petal particle effects bloom the brightest and longest.
- Calluna vastly prefers the whimsy of the Feywild to the grittiness of the Sword Coast, but also appreciates how easy it is for her to maintain her anonymity in a place with much less magic. She thinks both of them have their pluses and minuses, and who's to say where she'll finally end up?
Coriander
Relationship: Party Member
WIP as she gets settled into the party
Billy
Relationship: Party Member
WIP as she gets settled into the party
Freyrin
Relationship: Party Member
WIP as she gets settled into the party
TBA
Relationship: Unknown
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TBa
Relationship: Unknown
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