About Willow BreakboughClass: Trickery Cleric, follower of "The Dreamwalker"
Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object Movement: 30 ft
Light Crossbow: 80ft/320ft; +4hit; 1d8+2
Mace: +2hit; 1d6
Sacred Flame: 60ft; Dex12; 1d8
Prepared Spells:
Cantrips: Thamaturgy; Guidance ©; Sacred Flame; Spare the Dying
2nd Level: Hellish Rebuke (Infernal Legacy, 1/long rest); Mirror Image; Pass without a Trace; Prayer of Healing; Spiritual Weapon[/spoiler] ------------------------ Ability Scores: STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+2) WIS: 15 (+2) CHA: 12 (+1) Proficiency Bonus: +2 Passive Perception: 12 Passive Insight: 12 Passive Investigation: 10 Defense: ------------------------ Size: Medium Feats: Racial Features: Darkvision 60ft; fire resistant; Infernal Legacy: You know the thamaturgy cantrip; 3rd: You can cast hellish rebuke (2nd) once per long rest; 5th: You can cast darkness once per long rest. CHA is your spellcasting ability. ------------------------ Proficiencies & Languages: Armor: Light armor, Medium armor, Shields Weapons: Simple Weapons Tools: Disguise Kit Languages: Common, Infernal, Sylvan ------------------------ Offense: Spell: +2 Modifier; +4 Spell Attack; 12 Spell Save DC Cleric Spell List
Channel Divinity:
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Turn Undead:
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Channel Divinity: Invoke Duplicity:
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. ------------------------ Inventory In backpack: A thimble that helps you daydream when you wear it, Bedroll, Mess kit, Rations (1 day), 2 Hempen Rope (50ft), 1 2-person tent, Tinderbox, Torch, Waterskin, Disguise Kit, a little stick of kohl, and a Seven of Stars Tarokka card (from Sammy), a deck of cards, a carnival costume (Lyra bodysuit in purple, teal, and pink cloudy looking patterns with silver star sequins sewn in constellation shapes around it), a Housekey
Money:
Background: Witchlight Hand:
Description: You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years. Maybe you joined the carnival to escape a dismal life at home, or maybe you were enchanted by the idea of visiting new places or the dream of becoming one of the carnival’s star attractions. Now that you’re older, carnival life has lost some of its appeal. The daily routine has grown tedious, the cyclical nature of the carnival’s journey monotonous. The carnival no longer fills your heart with a sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates. Skill Proficiencies: Performance, Sleight of Hand
Carnival Companion: Over the years, you have earned the friendship of another carnival fixture: an old blink dog named Bert. This companion hangs around you while you’re in the carnival, but it won’t voluntarily leave the carnival. Feature: Carnival Fixture
------------------------ Personality Traits, Appearance, Etc.:
Appearance: After several years of hard work as a performer, Willow has become a 5’6’’, lean, and muscular 18-year-old woman. Her skin is a mauve tone and she has solid gray eyes. Her hair is long, down to her butt, and is usually worn in a complex plait (like Lagertha's hair from Vikings). Her horns, also black, grow straight from her forehead, gently curve backward at her crown and then curl up again to a delicate point. Willow wears silver carved caps on her horns as decoration. Her tail is around 5 feet long and the same mauve skin tone as the rest of her. It slowly darkens to black near the tip. Its only real use is to hug for comfort (which she only does in private) and flow with her Lyra performances. She is often seen wearing a mix of deep, dreamy colors underneath her pitch-black leather armor (with calf-high boots to match). Though she does not often use them, she has a simple mace and shield (crudely painted with the symbol of her Goddess, although it’s easy to tell that she put a lot of care into the paint job). The only jewelry she wears is a delicate holy symbol in the same shape as the one painted on her shield. As she cannot smile, she has a case of chronic RBF that comes off as a little bit off-putting sometimes to those who do not know her. Height: 5'6''
Faith: Willow is a follower of a deity she only calls "The Dreamwalker." She only visits Willow in her dreams and has never given a real name. The Dreamwalker is a beautiful young woman with very long, dark flowing hair and gives off fairy godmother vibes. She has a marking on her cheek similar to a crow's foot. Personality Traits:
Ideals: Friendship is more important than anything else in the world. Bonds: I have a group of childhood friends that I hope to be reunited with so that we can regain the things we have lost. Flaws: I bottle up my feelings constantly and use many vices to escape. Loss & Curse: Lost the ability to smile. Cursed so that when I express a worry or fear, the people hearing it will take it as a joke and laugh it off.
------------------------ Willow’s 8 Years in the Carnival:
Willow’s natural tendency to take care of others made her the perfect candidate for watching the carnival children. With the help of an old blink dog named Bert, Willow kept the children safe and entertained; supervised their chores; made sure they were fed, bathed, etc. She dabbled in teaching them here and there, but it wasn’t really something she excelled at. Her tendency to take the blame for the worst of the shenanigans and to “mother” the children caught the attention of The Dreamwalker, who first appeared in Willow’s dreams when Willow was around 11 years old. Not being able to express her happiness wore away at her and made the children wary of her as she got older. At around 15 years old, Willow began to divide her time between taking care of the ones too young to care about her inability to smile and learning to perform on a Lyra with the help of her mentor, Jastira Kelran, an older Eladrin woman. Willow’s insecurities, whenever voiced, were always laughed at and brushed off (although this was Jastira’s way, curse or not). This only fueled her desire to get better and eventually earned her a place as a featured performer. She often performed as a pair with Jastira alongside her solo acts. Her relationship with Jastira is almost motherly. She has high expectations, does not sugarcoat anything, and is not very emotive. The nicest thing Willow ever experienced from Jastira was her patting Willow lightly on the back and saying, “You finally look like you belong on that hoop, Willow.” after a solid year of solo performances in front of enthusiastic crowds. Willow had never regretted her inability to smile more than that moment (so far). After gaining some traction as a performer, Willow began to attend some of the more debauched parties held after-hours, falling into some bad habits and vices for someone as young as she. Her inability to smile made her seem aloof and mysterious, and that, combined with her flexibility and skill at the Lyra, garnered her quite a bit of attention. She welcomed the attention of many folks of all races and genders, gaining a bit of a reputation for sleeping around. The effects of her loss made it so that those dalliances hardly ever lasted beyond simple one-night stands. Some folks were a bit bitter and resentful at her lack of outward enthusiasm, but for the most part, Willow maintained pretty amicable relationships with her former partners. Despite all of that, Willow is a hopeless romantic at heart and is prone to pining for people. A combination of her loss/curse and the few times she’s been burned by opening up has resulted in Willow keeping any potential lover at arm’s length (aside from the physical). Karley and Willow were interested in different things and performed different skills, but as the only two Defenders at the Carnival, they stayed pretty close. They had the usual teenage spats over lovers and secrets and the like, but remained close friends throughout the years. Other than Karley, Willow did not form any close friendships with anyone aside from the old blink dog, Bert, who slept next to her every night. She is on friendly terms with most people working at the carnival. Willow does tend to avoid the game she played that fateful night 8 years before. If she dwells too long on the events, her chest tightens and she feels as though she cannot breathe. There have been a few anxiety-ridden moments throughout the years in the Carnival where she could have sworn she saw the creatures, and it always sends her into a couple of days of hiding until Karley, Jastira, or Bert drags her out. When Willow found out that the Carnival would be returning to their plane, Willow decided that her era as a performer would be over. She would leave the Witchlight Carnival and would try to reunite with the other Defenders of the Dawning Bastion. She also hoped to reconnect with her father, whom she had not communicated with (despite several attempts) since she ran off to the Carnival. It was also at this point that Willow becomes a Priestess of The Dreamwalker, a deity who protects lost children and works from dreams and shadows. Willow is not entirely aware that she is cursed, but she is acutely aware that something changed the night aside from just the loss of her smile. ------------------------ Kid Stuff:
Willow is a fiercely loyal friend who would do anything to make her friends and family smile. She would willingly put herself in danger to keep her friends out of trouble. She lives with just her father, who is also a tiefling (he works as a clerk at the local grocer). Her mother has not been in the picture for quite some time (father won't talk about it and clams up whenever Willow asks, but she isn't really bothered by all of it - she's never known anything else). At age 10, Willow is a relatively average tiefling. Short, skinny from all the running around and being a kid. Her life is just her and her father, who works hard to make ends meet. She is able to stay clean (as clean as a kid ever is) and looks shabby but well taken care of. Her skin is a darker mauve tone, often stained with grass and dirt from play. Her clothes definitely show some wear and tear with some amateur-looking repairs where some more major fixes were needed (patches of fabric that are just slightly off with color matching, that sort of thing). She has waist-length, wavy/curly black hair. Her horns, also black, stick straight up out of the top of her forehead and gently curve backwards to a point. She almost always has a smile on her face and is quick to laugh at anything, even at the most inappropriate times (she's a nervous smiler/giggler!). |