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Persephone Goldencask

6 Level (0/23000 XP for level-up) Sage (educated noble) Background Fey'ri Race / Species / Heritage Chaotic Neutral Alignment
Eclipsemancer
Level 6
Hit Dice: 6/6
1d6+1 Class 1

STR
8
-1
DEX
17
+3
CON
12
+1
INT
17
+3
WIS
20
+5
CHA
8
-1
34
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+4 Constitution
+3 Intelligence
+8 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
-1 Deception CHA
+6 History INT
+5 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+11 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+6 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Daggers (2) +3 DEX 1d4+3 piercing
 finesse, light, ranged (20/60), thrown
Attacks

Spell Book

Sun and Moon - The Solace and Lunar are her deities. She has the power of both, but only one at a time. During day or under sunlight, she gains access to her Cleric spell list, but can only cast these spells. During night or under moonlight and darkness effects, she deals additional damage on attack rolls equal to her proficiency bonus. She gains access to her Warlock spell list, but can only cast these spells. (eclipsemancer lv 1)
Bless of the Tireless - She has expertise on Perception and Darkvision, and as she is one with the forces of the Sun and Moon, she can always sleep no mater what time of day it is, and she doesn't feel tired if she doesnt sleep, however, she still needs to sleep. She also gains these bonus effects while asleep: during day or under sunlight, she can immediately awake if something fails a stealth check against her passive perception; during night or under moonlight and darkness effects, she is invisible to normal and darkvision. (eclipsemancer lv 2)
Darkvision - can see in dim light within 60 feet as though it's bright light, can see in darkness as if it were dim light. can't discern color in darkness, only shades of gray (fey'ri)
Fey Ancestry - magic can't put her to sleep, and she has advantage on saving throws against being charmed (fey'ri)
Trance - doesn't need to sleep, instead meditating deeply, remaining semiconscious, for 4 hours a day. Can still have dreams, though they're more of a mental exercise than anything else. Gains the same benefits as a human with 8 hours of sleep. (fey'ri)
Elvish Blood - Can create elven magical objects as shown in the table "elven magical objects for fey'ri" and belong to prestige classes reserved for elves (fey'ri)
Elven Mask - Can shapeshift at will (free action). Will revert to her true form when she dies (fey'ri)
Winged Subrace - Can cast jump spell once at will and need to finish a long rest before she can cast it again. When reaching 3rd level (reached), she can cast feather fall once at will and needs to finish a long rest before she can cast it again. At 5th level (reached), she can cast fly once at will (same rules as above). These traits cannot be used if disguised with the Elven Mask.

Keen Senses - Proficient in the Perception skill (winged subrace)
Saving throws are constitution and wisdom (eclipsemancer)
Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. (sage background)
Common 3, but an Elvish 10 - Has a +5 to charisma rolls with sun elves (she's Just Like That)
Rituals of the Sun and Moon - During day or under sunlight, whenever you cast a spell, as a bonus action you can choose to bless the target with one of these effects: 1) resistance to fire or radiant damage for 1 minute, 2) advantage on the saving throw of your choice for one minute, or 3) temporary hit points of sun. During night/moonlight/darkness effects, whenever you cast a spell, as a bonus action, you can choose to curse a target with one of these effects: 1) vulnerability to ice or necrotic damage for one minute, 2) disadvantage on the saving throw of your choice for one minute, 3) it suffers Moon Damage. The same target can't have more than one Bless or Curse at the same time. You can use this feature a number of times equal to your proficiency bonus between long rests. (eclipsemancer level 6)

Features & Traits
Herbalism Kit
2 Daggers
a bottle of black ink
a quill (i've decided it's fancy)
a set of common clothes (but probably pretty nice)
one bottle of Goldencask elven wine
arcane focus/holy symbol (uhhh probably a necklace)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 48, Platinum: 0 Money
Speak, reads, and writes in Common, Elvish, and Sylvan (sun elves get an extra language, and I can't imagine she'd be allowed to study Abyssal, though she may wish to one day learn)
History proficiency (eclipsemancer)
Religion proficiency (eclipsemancer)
Longsword, Shortsword, Longbow, and Shortbow proficiency (sun elf) - honestly this one's debatable

Languages & Proficiencies
Oh brother. She is uh. A little off-kilter. Persephone does her best to be liked, but it does not come naturally to her. She cannot for the life of her intuit the feelings and desires of others. She requires a mountain of context to begin to be able to guess what someone might want from her. She views socialization as transactional and rules-based, which worked fine where she grew up, but not so much in the rest of the world. The way she sees it, "This is a fun game we all play where whoever fills their role best wins, and I'm winning." Well, she WAS winning.
She has molded her personality entirely around what others want from her, especially her family and sun elf society as a whole. She doesn't really know who she is.
The only emotions she really feels/allows herself to feel are disgust, shame, pride, jealousy, and frustration, with just a sprinkle of joy every now and again when she's given external approval. Still, it's hard to feel true joy when you're not even yourself.
Persephone is vain and prideful. She is especially proud of her family and her bloodline (though less so given the whole fey'ri thing). She'd rather ignore the truth than let her pride suffer any.
At the same time as the above, she holds a deep sense of shame, both because of her secret and because she feels inadequate in general. Her family accepted nothing less than perfection, and while faking her way through seemed to be all that was necessary, they instilled in her the idea that she could never truly be good enough, could never stop trying. She constantly oscillates back and forth between feeling superior to everyone and feeling like she's worthless. Because she so desperately wants to be liked, though, she's not above using her fey'ri powers to "cheat" at it, and this does not detract from her feeling of accomplishment.
Loves winning. When she felt like she was winning her social "game," she was absolutely giddy at all times (though internally; a proper lady doesn't giggle when she gets the upper hand).
Doesn't so much have a moral compass as a moral code. Without the guidance of an overbearing and particular society, she's kind of lost on what good and evil are. To her, "good" equals "what people like," and "evil" equals "what people don't like." Imagine a big asterisk next to "people" - she only thinks certain people matter, like, at all. She will kill a bitch and upset many people if the most important people are pleased with her for it.
Genderqueer but hasn't figured that out yet. She/they vibes, perhaps even fae/faer pronouns once she's embraced her true self.
Elven wine connoisseur. Saving her last bottle of elven wine from home; all the local stuff is below her tastes. Most barkeeps (or at least anyone who's done any market research on fancy liquor) will have heard of her family, though she finds using her family name to get what she wants distasteful in the context of getting free drinks. She's not above doing that for other things, though, but she is hesitant to use her family name too much after being ousted.
tl;dr charisma 0, deception 100. incredibly questionable morals. motivated by spite and the desire to be liked. toxic as hell. has the potential to grow as a person or get like WAY WORSE

Personality Traits
Beauty is of utmost importance to her; she was raised to be as beautiful and pristine as possible, and she looks down on those who don't pursue beauty or who do it poorly.
Power. She trusts those who are powerful and mistrusts those who are not.
Being liked is what she cares about most. All of her other pursuits are in service of this. She will do whatever it takes to be adored by the people who she has decided to care about.

Ideals
She is curious to learn of her heritage, just as she is afraid to confront it.
She wishes to return to her people and have them love her. If she could do that, she would desert everything else in a heartbeat (though, unfortunately, it's unlikely that her family would take her back).
Deep down, she wants to find a new purpose, something fulfilling. She knows she can't go back to her old life, but she can't imagine finding joy in her new one. She wants to.
She doesn't know it yet, but her mission will be to learn to love herself. This will undoubtedly make her a worse person, but she deserves a little evil! As a treat!
Same as her biggest ideal, but she wants to be liked. It's all she cares about. Losing her status is crushing to her.

Bonds
Godawfully out of her depth in most social situations, which is made all the worse by how new she is to not getting everything she wants.
Carries a deep sense of shame and confusion about a secret she holds.
Cannot for the life of her believe anyone is being genuine, simply because she never is.

Flaws
Her family left her with what some might consider a small fortune, but she failed to cut back on her lavish lifestyle (even employing maids for a time) and squandered it in a matter of months. She was also sent away with many lavish gifts and a giant wardrobe, but this was only to keep up appearances, and she wasn't actually allowed to keep it. She's not sure exactly what everyone back home was told. It wouldn't be unlikely for her parents to have said something about Persephone being betrothed to a foreign Sun Elf royal, or perhaps she'd be a mistress (in the old timey way where that was actually a great gig). There was fanfare over her departure, a true send-off; anything less would raise suspicion.
According to the Fey'ri species page on worldanvil, it's common for Fey'ri who are not born to elves to have a name that is a cross between an elvish name and an abyssal one. I'd love for Persephone to eventually come up with one such name for herself.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Fey'Ri

Rinn was never a normal girl, I knew that from a young age. She seemed to find some sick pleasure in hurting them. I tried my best to discourage it, but it almost seemed natural to her. But as she grew up, I started to understand why she seemed so different from the rest of us. Her skin started to turn paler, almost stark white, and a pair of horns began to sprout from her forehead. She wasn't elven, she was Fey'Ri. I should have known that the demon blood in her veins would eventually rear its ugly head. I should have known that this could happen. But now that I understand that Rinn is different, I can raise her better. Some of my friends brought up the idea of dropping her off at some orphanage or just leaving her in the streets. But I could never do that. No matter what, she is my daughter, and I will never abandon her. If the blood of demons will try to make her a monster, then I will just have to use my love to make her better. She cannot control how she was born, but together, we can help guide her toward the right path, and see who she will become.  
Fey'Ri
The Fey'Ri, also known as Demon Elves or Daemonfey, are to elves what tieflings are to humans. They are elves cursed with a demonic bloodline, whether this is due to a pact made generations ago or to a spiteful demon cursing an elf's birth. Oftentimes, a Fey'Ri can be born from a normal elven family, seemingly for no reason, and some can appear as normal elves for years, sometimes even into adulthood. However, their demonic blood will eventually rear its ugly face, and any who sees their demonic features will instantly know what they are.  
Demonic Bloodline
The Fey'Ri look elven in most ways, however, their demonic heritage manifests in many different ways, such as horns, tails, wings, extra arms, and unusual skin colors, from extremely pale, to odd colors such as purple or red. However, thanks to the magic granted to them by their demonic bloodline, Fey'Ri have the ability to mask their appearance, making themselves appear to others as normal elves allowing them to blend into society. It's rare to see a Fey'Ri in cities, as most will not openly walk around with their demonic features on display.  
The Value of Freedom
Above all else, the Fey'Ri value freedom. This comes from both their elven heritage and the desire to escape the grasp of their demonic blood. Most Fey'Ri simply wish to live a normal life, with no one knowing of their curse. However, others embrace their demonic blood and wish to live free without persecution from others. To them, their demonic features are simply another part of who they are, not something to be hidden, and not something to feel shame from. These Fey'Ri usually band together to make their own towns and civilizations.
ability score increase: Your Dexterity and Intelligence scores both increase by 1.
age: Fey'Ri mature at the same rate as humans, reaching adulthood by age 20, though most aren't considered adults until they are 100. Due to their elven heritage, they can live for centuries, with many being able to live as long as 1000 years.
Size: Medium
speed: 30ft
Languages: Common, Elvish, Abyssal
race features:
Darkvision. Thanks to both your elven and demonic heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Daemonfey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elven Mask. Fey'Ri are able to use their magic to hide their demonic features. As an action, you can change your appearance, appearing to others as a normal elf. However, the Fey'Ri must Concentrate to keep their demonic features at bay, as they fight to show themselves at the earliest opportunity. Trance. Fey'Ri don't need to sleep, and instead only need to meditate for 4 hours to gain the benefits of a long rest. Fey'Ri are unable to concentrate on their Elven Mask during their trance.
Fey'Ri Names
Due to being born to elven families, many Fey'Ri simply have elven names. However, for those that were born to and raised by other Fey'Ri, they use names that are a mix of elvish and abyssal, though most usually have a fake elven name that they use when speaking to those that do not know of their demonic heritage.

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Level 0 Spells

XGtE

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

PHB, page 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
At higher levels: You can create and maintain one additional effect and the spell's range increases by 5 feet once you reach 5th level (up to 4 effects, 35 feet range), and again at 11th level (up to 5 effects, 40 feet range) and 17th level (up to 6 effects, 45 feet range).
Available for: Cleric

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (total of 20) and again at 17th level (total of 30).
Available for: Artificer, Cleric, Druid

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1 Spells

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

Level 2 Spells

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Level 3 Spells

Speak with Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Available for: Tiefling Sorcerers, Wizards

Revivify

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

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