Fawn
Fawn
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Magical TinkeringLevel 1
When When Fawn touches a Tiny nonmagical object
Fawn creates one minor magical effect in a Tiny object, such as light, a sound, an odor, a brief message, or a static image. She can maintain up to four effects at once.
- Artificer Spellcasting
When When Fawn casts an artificer spell
Fawn casts a prepared artificer spell using Intelligence as her spellcasting ability and her tools as a spellcasting focus.
- SpellcastingLevel 1
Fawn has learned to use artisan's tools as a focus for her artificer spells. She can cast artificer spells using Intelligence as her spellcasting ability, and she can prepare a number of artificer spells equal to her Intelligence modifier plus half her artificer level, rounded down.
- TraitTieflingDarkvision, allowing sight in darkness up to 60 feet as if it were dim light and in dim light as if it were bright light.
- TraitTieflingHellish Resistance, granting resistance to fire damage.
- TraitTieflingInfernal Legacy, granting the Thaumaturgy cantrip.
- Tiefling ability score increaseTiefling+2 Charisma.
- DiscoveryHermit
Fawn possesses a unique and important discovery from her isolated life, a partially decoded formula and symbol connected to her unknown origins. She can usually find a place to shelter among other hermits, healers, apothecaries, or secluded scholars, though her strange research often attracts suspicion.
Spells
3 spellsSpellcasting. Fawn casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot):
Gear
10 itemsWeapons
- Light crossbowA simple ranged weapon that deals 1d8 piercing damage and has the ammunition and loading properties.
Armor
- Scale mailA suit of interlocking metal scales worn over padded clothing. It provides AC 14 plus up to 2 from Dexterity and imposes disadvantage on Stealth checks.
Tools
- Thieves' toolsA set of precision tools used to disarm traps, open locks, and perform delicate mechanical work.
- Tinker's toolsA compact collection of tools used to repair, alter, and construct small mechanical devices.
- Herbalism kitA collection of dried medicinal plants, a mortar and pestle, jars, and notes on common remedies.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other equipment.
- Book of prayersA small set of prayer notes and meditation materials inherited from Sister Orla.
- Hermit equipmentA wool blanket, winter clothing, a set of common clothes, and a small pouch containing 5 gold pieces.
- Mysterious brass vialA thumb-sized brass vial etched with an unknown symbol. It is the object Fawn was found with as a child.
Appearance
Fawn is a slender tiefling woman with warm russet skin, swept-back black horns, golden eyes, and a long tail tipped with a tuft of dark fur. Her auburn hair is usually tied back with strips of stained linen. She wears practical scale mail beneath a weathered leather apron, with potion vials, tiny tools, dried herbs, and brass mechanisms hanging from numerous belts and pouches. Her hands are often marked with ink, ash, and medicinal stains.
Mannerisms
Fawn taps glass vials together while thinking, counts ingredients under her breath, and tilts her head whenever someone says her name as if testing whether it feels familiar. When nervous, she polishes her horns with an oil-soaked cloth.
Personality
Fawn is compassionate, curious, and practical. She speaks to injured people in a calm, reassuring voice, but becomes intensely focused and almost impatient when examining a mysterious artifact or unusual illness. She distrusts institutions that hoard knowledge, yet eagerly befriends individual scholars, healers, and craftspeople. She has a merchant's eye for value, but her conscience usually wins when profit conflicts with someone else's survival.
Ideals
Mercy. Healing should not belong only to those who can pay. Knowledge is most valuable when it keeps someone alive.
Bonds
The brass vial from her childhood is her most precious possession. She will risk almost anything to learn who made it and why it was left with her. She also feels responsible for Sister Orla and sends part of her earnings back to the secluded shrine.
Flaws
Fawn becomes reckless whenever someone claims to recognize her mysterious symbol. She also hides her mistakes behind excessive confidence, and she sometimes sells remedies before fully admitting that a formula is experimental.
Quirks
Background
Fawn has no memory of her birth, her family, or the place where she first opened her eyes. She was found as a child beside a ruined roadside shrine, wrapped in a scorched blanket and clutching a brass vial etched with a symbol she could not read. The hermit who discovered her, an aging healer named Sister Orla, raised her in a remote woodland retreat. There Fawn learned herbalism, basic medicine, and the quiet disciplines of prayer and observation. She also learned that many people feared her infernal appearance before they ever heard her speak. As she grew older, Fawn began combining healing lore with mechanical craft. She built tiny alchemical stirrers, self-heating kettles, collapsible splints, and clockwork leeches designed to draw poison from wounds. Eventually, she left the retreat and became a traveling merchant of potions and remedies. She charges those who can afford it, but quietly gives medicine to the poor, the sick, and anyone who reminds her of the frightened child she once was. Every bottle she sells bears a small copy of the mysterious symbol from her brass vial. Fawn believes someone, somewhere, may recognize it and reveal where she came from. Until then, she follows rumors, treats the ill, and searches for the truth one road, ruin, and forgotten workshop at a time.
“The hermit who discovered her, an aging healer named Sister Orla, raised her in a remote woodland retreat.”
- Background
- Hermit
Connections
Species
Tiefling
Media
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