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Amarilis Palmari, Tiefling Archfey Warlock


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AMARILIS PALMARI
Faun to be Around

D&D Beyond Sheet (8th Level)
 

Race
Tiefling (Variant)

Class
Warlock

Age
28

Pronouns
She/Hers

Height
5'11

Weight
142

Hair
Mahogony

Eyes
Jade

Background
Native of Gloralion

Alignment
Chaotic Good
56EtGG6.jpg


"If you thought that prank was good, this next one's a real doozy."
 

Appearance

Surely you've seen her - the lemon-yellow tiefling? Horns decorated like a faun's? Laugh's loud as a hag but half as shrill? That's Amarilis. Her elven-made robes are vibrant and textured splashes of greens, yellows, and browns. As a tiefling, she rarely travels alone - whether in the company of friends or being "escorted" into or out of places for her heritage. Oddly, she seems the most uncomfortable around elves.

Amarilis's traveling gear is full of pockets, hidden storage spaces, and usually locked (magically or otherwise). She doesn't talk about her past very much, but when most people don't ask questions, it's easy to leave out the details.

Personality

Traits

Trait 1: Okay, so I was privy to knowledge and experiences few had. But I am just another person like you.

Trait 2: I don't rush. What is time? It's an abstract concept, meaningless to me.


Ideals

Ideal 1: Protection. Safety and security are what I strive to attain for myself and others. (Good)

Ideal 2: Secrecy. Staying hidden is staying safe. (Any)


Flaws

Flaw 1: I get lost in art and song to the detriment of what I should be doing.

Flaw 2: Having been in the Summervale, I can't be happy living anywhere else. I just want to go back.


Bonds

Bond: My time in Gloralion taught me that magic infuses everything. I need to learn more about magic.
Background

Biography

  • Place of Birth: Summervale
  • Home: Wherever the road leads next
  • Parents: Unknown father (assumed Lord of Lust), Lobelia Cirana (mother, alive)
  • Siblings: None
  • Current Love: None, but looking
  • Lost Love: None that she truly cared for, but there remain several Gloralion elhil of a variety of genders that caught her attention...
  • Children: None
  • Current Age: 36
  • Best Friend: <insert party member here>
  • Worst Enemy: The Lords of Sin, with special respect to the Lord of Lust
  • Greatest Regret: Not leaving the Summervale prior to her adolescence, for that is when her tiefling heritage reared its head.

Backstory

 

Say what you will about the children of Gloralion - they are spoiled, sheltered, soft, enlightened, fanciful, so on and so forth. At the very least, they are wanted. Kept safe from the horrors in the cities.

So too was Amarilis. Though she never knew her father, her mother Lobelia raised her to be observant, witty, and well-spoken - she would not have her only child be without grace or poise in social situations. Despite the studying, the training, and the culture, time was against her. At the age of sixteen, Amarilis sprouted horns and a tail, her pupils becoming as a goat's.

Though she had been afraid of this day, Lobelia knew it would come. And as she feared, Gloralion cast her daughter out - ostracized to the Belendale, where Amarilis encountered a messenger from Tanis: a sprite named Pixel. While not herself a believer in destiny, Amarilis learned that Pixel had been sent by some lord or lady from the Feywild for her, to be present at this exact moment.
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Previous Adventure

On a mountain pass, hidden by weather and winding roads, lies what appears to be an abandoned manor house. The party had been tasked to deliver a missive to a mage named Picolai Lesta stationed there, hopefully with a response from him - or at the very least, confirmation that the worst had occurred and whatever experiments he was concocting had brought about his demise. Despite the wind and the chill and the remoteness, the path to the manor itself had been maintained...

At the doors leading into the entranceway, they were met by a disembodied voice - a helpful, somewhat ignorant, person named Sam. Sam knew the mage; however, they hadn't spoken in some time - and provided the party respected the experiments and the house, they were allowed inside. The furniture, the foyer, the stairwell - it looked lived in, but not in disarray.

Sam, it turned out, was a magical construct in the form of a metallic-and-wooden orb. They were inquisitive and witty, and surprisingly respectful; it was clear that Sam lacked a moral compass, but seemed to consider ethics an important area of study. This became an important topic of conversation as the party passed the greenhouse behind the manor, where Sam had used the bodies of two trespassers as fertilizer for the plants therein.

Lesta, in the end, had been found dead by the party in the manor's basement. He had been making adjustments to a component (without wearing proper protective gear) when a stray arc of arcane energy erupted outward, killing him instantly. The basement had been warded to keep Sam out, nor could Sam scry into it like the rest of the house - upon learning of their creator's death, Sam lamented not being able to assist.

A journal, kept in Lesta's drawer in the basement, noted that SAM was an acronym - Sapient Autonomous Machina - and the component was the final piece to a humanoid body for SAM to live in. Unlike other constructs, SAM was not given magical instructions or commands; they were able to think and reason and react on their own. Bards across Farland tell the end of this story differently: some say the party killed SAM and burned down the manor, not letting such a clearly unethical experiment run free; others say they gave the component to SAM and let them choose whether to finish their own body.

Proficiency
Bonus
checked-shield.svg
AC
health-normal.svg
HP
walking-boot.svg
Speed
awareness.svg
Pass. Perception
sprint.svg
Initiative
night-vision.svg
Darkvision
+2 12 9/9 30ft 17 +1 60ft

strong.svg
STRENGTH
body-balance.svg
DEXTERITY
caduceus.svg
CONSTITUTION
meditation.svg
WISDOM
read.svg
INTELLIGENCE
aura.svg
CHARISMA
-1
(8)
+1
(12)
+1
(12)
+2
(14)
+2
(14)
+4
(18)
-1 STR Save +1 DEX Save +1 CON Save +4 WIS Save +2 INT Save +6 CHA Save
-1 Athletics
 
+1 Acrobatics
+1 Sleight
+1 Stealth
 

 
+2 A. Handling
+4 Insight
+2 Medicine
+2 Perception
+2 Survival
 
+4 Arcana
+4 History
+2 Investigation
+4 Nature
+2 Religion
 
+4 Deception
+4 Intimidation
+4 Performance
+4 Persuasion


 

Actions

pointy-sword.svg Actions

Unarmed Strike
+1 Spear
Eldritch Blast
Mage Hand
Prestidigitation
Detect Magic
Vicious Mockery
Faerie Fire
Sleep

run.svg Bonus Actions

Hex

Features

 

mounted-knight.svg Class Features

Otherworldly Patron (Archfey)
Pact Magic
Expanded Spell List
Fey Presence

stone-crafting.svg Tools

Calligrapher's Supplies
Painter's Supplies

lips.svg Languages

Common
Infernal
Elven
Old Speech

battle-gear.svg Weapons & Armours

Simple Weapons
Light armor

vitruvian-man.svg Feats & Other

None

ages.svg Racial & Background Features

Darkvision (60ft)
Hellish Resistance
Devil's Tongue
Beauty in the Blood

Equipment

crossed-swords.svg Weapons
+1 Spear (1000 gp)

breastplate.svg Armor

Leather Armor (5 gp)

orb-wand.svg Magic Items

Bell Branch (3500 gp)
Candle of the Deep (4 gp)
Charlatan's Die (115 gp)
Cloak of Billowing (250 gp)
Dust of Disappearance x4 (1600 gp)
Hat of Vermin (450 gp)
Wand of Secrets (1500 gp)

backpack.svg Other Equipment

Scholar's Pack
Calligrapher's Supplies
Painter's Supplies
Elven clothes, fine
Book of elven poetry
Elven purse

cash.svg Treasure
136 gp
15 sp

 

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Vignette

"We're almost there, keep your eyes closed - hey! I see you trying to peek!"

Amarilis walked behind Adelbert with her hands covering the elf's face, giggling and grinning. She had found a spot with the most amazing view of Gloralion - from a low enough branch to climb on, but high enough on the tree to see over the rooftops straight to the fountain at the center of the city. This was a game for the two of them, usually reserved for pranks and jests and japery - Adelbert had a habit of showing Amarilis rude drawings which she countered with crude gestures.

This was a first for both of them, something wholesome and tender and sweet in the curiosity of their adolescence.

"Can you fault me for trying?" Bert offered; Amarilis swore she heard the smirk on his face under her hands.

"Sure can. You know the rules - no peeking 'til we get there. Besides, it's only a few more steps."

Just outside the city, the pair arrived at the tree. Amarilis released Bert and tapped his shoulder twice - the signal to open his eyes. As she did, she made a face, pulling down her eyelids and sticking out her tongue. Bert recoiled in mock disgust for a moment, and the two of them shared a laugh. She pointed out the branch, and the two of them climbed.

"You obviously didn't bring me out here just to make faces. What's up here?"

"Shush, you'll see - just a bit further."

They reached the branch, and as expected, the view captivated Bert. He'd seen his home for decades, but only from the ground - up here, he could see the reflection of the sun on the gold of the fountain in the streets, see the throngs of people walking carefree. He turned to Amarilis, about to remark on the sight of the city... and that's when he noticed her pupils. The nubs of horns about to sprout from her forehead.

"What's wrong, Bert? Is something in my teeth?" she asked nervously, her mouth filled with sharp, carnivorous teeth that she definitely didn't have on the walk to here. Bert fell from the tree.

 

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XP & Loot Tracking

Level 2

  • Eldritch Invocations
    • Eldritch SightYou can cast detect magic at will, without expending a spell slot.
    • Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
  • Spells
    • Charm person
  • HP
    • 8 (Max 17)

Level 3

  • Pact Boon
    • 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.
  • Expanded Spells
    • Calm emotions
    • Phantasmal force
  • Spells
    • Calm Emotions (removing charm person)
    • Phantasmal force (removing faerie fire)
  • HP
    • 2 (Max 19)

Level 4

  • Feat
    • Fey Touched- Increase your Charisma score by 1, to a maximum of 20. (18)
      - You learn the misty step spell and one 1st-level spell of your choice (hex). The 1st-level spell must be from the divination or enchantment schools of magic. You can cast either of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
  • Spells
    • Hold person
  • HP
    • 6 (Max 25)
  • Fortune
    •  Whispers of the Dead
      • 3rd-level Phantom feature
        Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Level 5

  • Eldritch Invocation
    • One With ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
  • Expanded Spells
    • Blink
    • Plant growth
  • Spells
    • Dispel magic
    • Counterspell (removing hold person)
  • HP
    • 6 (Max 31)

Level 6

  • Feature
    • Misty EscapeStarting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 ft to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

      Once you use this feature, you can't use it again until you finish a short or long rest.
  • Spells
    • Hypnotic Pattern
  • HP
    • 9 (Max 40)

Level 7

  • Eldritch Invocation
    • Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • Expanded Spells
    • Dominate beast
    • Greater invisibility
  • Spells
    • Charm monster
  • HP
    • 9 (Max 49)

Level 8

  • Feat
    • Observant- Increase your Wisdom score by 1, to a maximum of 20. (14)
      - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
      - You have a +5 bonus to your passive Wisdom (Perception) (17) and passive Intelligence (Investigation) (17) scores.
  • Spells
    • Greater invisibility
  • HP
    • 6 (Max 55)

 

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Posting Format

 

BAugM7d.pngAMARILIS PALMARI5HU6NvC.jpg?1
Chaotic Good Tiefling Archfey Warlock

AC

HP

Spell
Slots

Archfey FeaturesFey Presence

Spell
Attack

Spell Save

Conditions

11 25/25 +6 DC 14

Current

flourish4.png


There goes Amarilis, narrating again.

"Hello there!" she exclaimed.

Oooh that is a lovely color for that dress, she thought.

OOC

Any OOC content.

Notes

Notes gathered during the course of play.

 

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