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Amberlyn Hillheart, Lightfoot Halfling Celestial Warlock Folk Hero


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Amberlyn Hillheart

Chosen of the Light, Reluctant Hero, a Girl who Dreams of Harvest




"I never asked for this. The stars looked more beautiful at the farm."



Medium humanoid female (Lightfoot Halfling), neutral good

Armor Class 13

Hit Points 24
Speed 25'

Senses -

Languages Common, Halfling

Proficiency Bonus +2



Proficiency Bonus: +2

Strength 9 (-1)
Save -1 
Athletics -1

Dexterity 14 (+2) 
Save +2 
Acrobatics +2 | Sleight of Hand +2 | Stealth +2

Constitution 14 (+2)
Save +2 
No skills associated.

Intelligence 10 (+0)
Save +0 
Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +2

Wisdom 12 (+1)
Save +3 
Animal Handling +3 | Insight +1 | Medicine +1 | Perception +1 | Survival +3

Charisma 16 (+3) 
Save +5 
Deception +5 | Intimidation +3 | Performance +3 | Persuasion +3

 (E) denotes expertise. / Bold denotes proficiency.



  • Tools Vehicles (Land), Carpenter's Tools
  • Instruments -
  • Weapons Simple
  • Armors Light


Otherworldly PatronCelestial | Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells.

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
 | Expanded Spell ListThe Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration
 | Bonus CantripsAt 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. | Healing LightAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.
 | Eldritch InvocationsIn your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
 | Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. | Repelling BlastWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. | Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.


Ability Score IncreaseYour Dexterity score increases by 2.
Your Charisma score increases by 1.
| LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Naturall StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.





  • Moon-Touched Quarterstaff +1 to hit for (1d6-1) bludgeoning, magic damage | Versatile (1d8)
  • Dagger +4 to hit for (1d4+2) piercing damage | Finesse, light, thrown (range 20/60)
  • Light Hammer +1 to hit for 1d4-1 bludgeoning damage | Light, thrown (range 20/60)



SPELL SLOTS 2/2 (2nd)

  • Warlock - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 + Find Familiar


Eldritch Blast | Light |Mage Hand | Sacred Flame


Cure Wounds | Find Familiar| Guiding Bolt | Protection from Good and Evil (C)


Misty Step (B)

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.




  • Weight: 56.20 lbs. / 135 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.20 lbs.)

Copper: 0 | Silver: 0Gold: 10 | Obsidian: 0 | Platinum: 0

(10 Coins x .02 lbs. = 0.20 lbs. Total Weight)


Equipped items can be retrieved with a manipulate item interaction.

  • Armor (13 lbs.) Leather Armor - 10 lbs. | Common Clothes - 3 lbs.
  • Weapons (9 lbs.) Moon-Touched Quarterstaff - 4 lbs. | 3 Daggers - 3 lbs. | Light Hammer - 2 lbs.
  • Readied Items (2 lb.) Arcane Focus (Wand) - 1 lb. | 2 Potions of Healing - 1 lb.


Stored items can be retrieved with an action.

  • In Backpack (10 lbs.) Backpack - 5 lbs. | Book of Lore - 3 lbs. | Bottle of Ink - 0 lbs. | Ink Pen - 0 lbs. | 10 Sheets Parchment - 0 lbs. | Little Bag of Sand - 1 lb. | Small Knife - 1 lb.
  • Strapped to Backpack (21 lbs.) Carpenter's Tools - 6 lbs. | Shovel - 5 lbs. | Iron Pot - 10 lbs.


  • At Home 

* Denotes magic item (see below)




Moon-Touched QuarterstaffIn darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.





Age 17 | Height 2'10" Weight 35 lbs. Hair  Auburn | Eyes Brown | Complexion Fair

A light sigh. It'd been a hard day for the young Halfling. She was nimble, but not strong. She was light, but not fast. During the sparring her opponent had practiced her kicks, and Amberlyn felt she could describe the other student's boots down to each scuff and scratch as she'd seen them up close a good half-dozen times. Auburn hair a mess, a cut on the bridge of her nose, she sat among trees of green and gold. There was something cathartic in the humiliation, as if to validate her fears, her reservations.

She doesn't want to be in Vance's Academy of Adventure. She stays because she's too honest and stubborn to give up. Someone else has to say it, someone else has to send her home, yet no one will. No one will for the light burns bright within her.

Amberlyn's brow furrows, rubbing brown eyes in frustration. Why me? Others dream of facing the dangers of the world. I just want home.

She reaches up to tap her nose to give it a quick heal, to make it as if it never were. But it was. She's no warrior. She can hide and hurl bolts of brilliant gold from a distance. Her hand moves away. Maybe the cut should stay, the scar should remain to remind herself and maybe, just maybe, remind others too that she's not cut out for this even if fate seems to dictate otherwise.

Amberlyn lays back, wincing a bit at the bruises and closes her eyes, imagining she's back on the farm, back with the herb gardens and chickens, the mix of powerful aromas mixed with smelly birds bringing back nostalgia of a better time. It was a time when she was a farmer, and she was content, and her most ambitious plans were to marry if the right man came along and go his farm, or mill, or if she really aimed high a store. Yet one who can heal with but a glance, who is touched by something divine doesn't get to hide away in a farm, or a mill, or a store. No, such people are meant for greatness... greatness or an early grave.

With the flick of her wrist Amberlyn lifts up a carrot sitting by her and she begins to snack on it. Tomorrow will be another day to get stronger, another day to get knocked around. And then there will be the next, and the next, and then one tomorrow she'll be expected to set off and do some good. Not the kind of good that's bringing thyme and eggs to neighbors, the kind of good to put one's neck out. Amberlyn's neck feels sore as well.

Still, despite the reservations, despite the deep, tiring frustration of it all... she can't help but shed the smallest of smiles. She knows she was never one to complain over a scraped knee, over a boy not liking her. It's the blessings she can't take, the compliments and gifts she wants to keep at arm's distance. Maybe adventuring will be more scraped knees and people expecting a bit more than she can offer. That she can handle.



Folk Hero
Source PHB

  • Personality Traits: Hard-working, humble, rustic, practical, stubborn
  • Ideals: Before it was to live a good, honest simple life. Now it's time endure whatever the gift that's been given demands.
  • Bonds: Her family and neighbors back home, her wandering thoughts
  • Flaws: Struggles with compliments and good things happening, reluctant to be a hero, bit of a wallflower if she's left to her own devices

Background Feature: Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.


Amberlyn grew up on a rural farm with primarily chickens and herbs. It was hard work, but less strength-intensive than other crops and livestock which worked well for Amberlyn's parents and her four siblings, two older and two younger. The values of a good day's work, of dealing with problems when they come rather than complaining, that sometimes things are out of our control like the weather were all instilled in her. For the most part she was a happy and cheerful girl growing up, had friends among the neighbors and mostly got along with her brother and sisters. If anything stood out for her is that not much did. She had modest dreams, was only slightly rambunctious, and was pretty good help around the home and field.

Amberlyn thinks she remembers the first sign of power when she was but a little girl, remembering as a toddler staring up the stars in the sky. She then looked down to see the color of starlight in her hands. It's a vague memory and one that she thought for a long time was just a dream, just an active imagination playing with her. She now thinks it was all too real.

Amberlyn received a modest education, enough to be able to read, write, to be able to converse in Common even if she thought it a funny-sounding and not-particularly-pleasant language. It was an accident where she dropped a bottle of ink in the schoolhouse that she knew was worth far more than a bit of copper. In her momentary panic she shouted and reached out though her reach wasn't long enough her reflexes not quick enough... yet the ink bottle remained in the air much to the shock of those in the room. It didn't help her case that a nimbus of golden light hovered over her head momentarily as well.

It was then that the cheerful girl was gone. She hated the attention, froze at the questions, and was thoroughly embarrassed and angry when some of the local boys only then decided that she was worth a second glance. She took to staying at the farm and busying herself with work, but it didn't work. Curious people were more than willing to walk up the hill to the farm, to move across the field, to peer in the chicken pens to see if the 'golden girl' would show something, or could fix something.

It wasn't all too long before she found out the worst. Her parents had written a few letters to be sent, to have those with some better understanding and skill come to see her. Of course, a poorly written letter from Halfling farmers about their kid showing some sort of holy power is not the most uncommon tall tale in order to pull some rich, well-meaning person in to only find the story exaggerated or an outright lie. It's not as if priests, scholars, and leaders came across from across the land. No, only one did, at least within a month's time. A representative of Vance's Academy for Adventuring came to check. Skeptical at first, especially when Amberlyn refused to show anything, some cajoling by her parents finally got her to point to the sky and an arc of golden, dangerous light shot up into the sky.

"Am I done now? Can I go back to mending the fence?"

She doesn't know what conversation followed, but she discovered a couple months later the representative had gone back to request a scholarship for her. After all, this was someone who displayed such talent without even trying, who came from a much different background than many of the students. It was granted, and once Amberlyn found out, she hollered and hurled accusations in a way she'd never done before, and never has since. A few apologies later and her things were packed.

Life at the academy... it's not that Amberlyn was bullied or picked upon so much as she was simply out of place. Here were mostly young people with high ambitions and drive, while Amberlyn was only there as an obligation. Mot wanted to talk about big plans of the future whereas the Halfling was more keen to reflect on the past. It also didn't help that she didn't have much martial ability, so she did get knocked around quite a bit. Still, as much as she dragged her feet, she kept walking. As much as she crossed her arms, she unfolded them when it was time to work. As much as she wished her powers would disappear, she concentrated and improved when asked to. Far from a star prodigy, nevertheless she earned her graduation... and doesn't know what to do next.


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spacer.pngAmberlyn Hillheart (Lightfoot Halfling Warlock)

AC: 13 | HP: 24/24 | HD: 3/3d8 | Initiative: +2 | Passive Perception: 12 | Spell Slots: 2nd 2/2 | Healing Light: 4/4d6 | DM Inspiration: 0/1

Post goes here.


thoughts in italics



Main Hand: Empty
Off Hand: Empty

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.



Edited by Peacemonger (see edit history)
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Other than triple checking for typos, think Amberlyn is set. Few last notes:

  • Mechanically, plan for 4th level is to get the Bountiful Luck Halfling racial feat, go for Charisma after that
  • Roleplaying-wise, aim was to have her work as a "reluctant hero" by making her stubbornness and need to do what's needed weigh more to ensure she actually becomes an adventurer
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