Faenra Ivy Aurelita
Faenra Ivy Aurelita
Sheet
AC 15 · HP 46 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightCHA
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
13 featuresAlways on
- Eldritch Blast
When As an action
Faenra creates a crackling beam of violet-green eldritch energy. Make a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 + 4 force damage.
- Fey PresenceLevel 1
When As an action, once per short or long rest
Faenra causes a creature she can see within 30 feet to make a Wisdom saving throw. On a failure, it is charmed or frightened by her until the end of her next turn.
- Thistle, Pact Familiar
When By casting find familiar as a ritual
Faenra calls a tiny sprite named Thistle, which can scout, communicate telepathically with her within 1 mile, and use its invisibility and magical abilities at her direction.
- Pact MagicLevel 1
Faenra's arcane research and her connection to the Archfey grant her access to magic. She knows three warlock cantrips and five warlock spells. Her spellcasting ability is Charisma, and she regain all expended Pact Magic spell slots after a short or long rest.
- Eldritch InvocationsLevel 2
Faenra knows the Agonizing Blast invocation, which lets her add her Charisma modifier to the damage of each beam created by eldritch blast. She also knows Mask of Many Faces, which lets her cast disguise self at will without expending a spell slot.
- Pact Boon, Pact of the ChainLevel 3
Faenra has chosen the Pact of the Chain. She can cast find familiar as a ritual, and the spell does not count against her number of spells known. Her familiar can take the form of an imp, pseudodragon, quasit, or sprite. She uses a sprite familiar named Thistle.
- Ability Score ImprovementLevel 4
Faenra increases her Dexterity by 1 and her Intelligence by 1, reflected in her ability scores.
- The Archfey Expanded Spell ListLevel 1
The Archfey patron's expanded spell list includes calm emotions and phantasmal force at 2nd level, and Faenra may choose them as warlock spells when learning spells.
- TraitHalf-ElfDarkvision, Faenra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she sees only in shades of gray.
- TraitHalf-ElfFey Ancestry, Faenra has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-ElfSkill Versatility, Faenra is proficient in Insight and Perception.
- TraitHalf-ElfLanguages, Faenra can speak, read, and write Common, Elvish, and one extra language, Sylvan.
- WandererOutlander
Faenra has an excellent memory for maps, geography, and the natural features of the land. She can always recall the general layout of terrain, settlements, and other features around her, and can find food and fresh water for herself and up to five others each day, provided the land offers them.
Spells
8 spellsSpellcasting. Faenra Ivy Aurelita casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level: ,
2nd level (2 slots): , ,
Gear
10 itemsWeapons
- Light crossbowA compact hunting bow with a bundle of twenty bolts, chosen instead of a simple weapon.
Armor
- Leather armorA fitted suit of hardened leather armor, repaired many times with dark green thread.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Arcane focusA polished piece of blackthorn wrapped in silver wire, used as an arcane focus.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- StaffA sturdy wooden staff used for walking, probing uncertain ground, and warding off curious animals.
- Hunting trapA metal hunting trap with a chain and concealed pressure plate.
- Trophy from a slain animalThe preserved claw of a great owlbear, wrapped in red thread as a wilderness trophy.
- Traveler's clothesRugged clothing suited to travel through forests and unsettled lands.
Purse
- Pouch of goldLoose coins saved from odd jobs, recovered ruins, and cautious trade.
Appearance
Faenra is a lean, long-limbed half-elf with dark chestnut hair usually braided with bits of green thread, and an alert, weathered face shaped by years in the wilderness. Her pointed ears are often partly hidden beneath her hood. Within a minute of meeting her, most people notice that she rarely looks directly at the speaker. Instead, her attention moves across windows, doorways, rafters, and nearby shadows, as if measuring every possible escape route. When waiting, she balances her weight on the balls of her feet with one hand resting near her pact focus, a silver-and-ivy necklace bearing the mysterious royal symbol. She wears carefully mended leather armor, a forest-green cloak, and fingerless gloves stained with charcoal, sap, and berry juice.
Mannerisms
Faenra studies exits and high ground before settling into any conversation. She speaks in concise observations, often comparing people to weather or animals. When thinking, she rubs the necklace's symbol with her thumb and quietly counts nearby birdsong, footsteps, or dripping water.
Personality
Faenra is observant, guarded, and quietly compassionate toward outsiders, lost travelers, and creatures others consider strange. She prefers evidence to promises and practical help to emotional declarations. Though she appears detached, she remembers every kindness and carries its weight for years. Her curiosity about the hidden elven kingdom sometimes overwhelms her caution, especially when she encounters old symbols, forgotten songs, or anyone who knew her mother.
Ideals
Freedom. No kingdom, village, patron, or bloodline has the right to decide what Faenra must become. She will uncover the truth, but she will choose what to do with it.
Bonds
The silver necklace from her birth mother is the one possession Faenra will never willingly surrender. She must uncover the truth of her mother's hidden home, even if that truth proves painful or overturns everything she believes about herself.
Flaws
Faenra assumes kindness is either a bargain or a trap. She withholds important information until she has tested everyone involved, and when frightened of rejection, she becomes cold, evasive, and needlessly self-reliant.
Quirks
Background
Faenra Ivy Aurelita was raised in a small human village where her pointed ears, unusual instincts, and inherited fascination with old elven symbols made her a constant curiosity and an easy target. She learned early to make herself useful, gathering herbs, tracking game, and repairing what others discarded, but usefulness never became belonging. The only thing she received from her birth mother was a silver necklace etched with a symbol Faenra could not understand. When village suspicion turned cruel, she abandoned the only home she had known and vanished into the deep woods. The forest nearly killed her. Starvation, cold, and predatory beasts drove Faenra to a moonlit grove where an Archfey found her bargaining with a fox over the last scraps of a rabbit. The fey offered power and protection in exchange for a promise to keep walking toward the truth, no matter what it cost her. Faenra accepted, and eldritch magic answered from the shadows between the trees. Since then, she has deduced that the necklace bears the mark of a hidden elven kingdom and has followed scattered clues through forgotten roads, ancient ruins, and half-remembered songs. She does not know that this kingdom believes its lost princess died generations ago, nor that the symbol may identify her as the heir they mourned.
“She learned early to make herself useful, gathering herbs, tracking game, and repairing what others discarded, but usefulness never became belonging.”
- Background
- Outlander
Connections
Species
Half-Elf
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