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6th of Chocis, 436 Era of Eternal

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Ekari



Aven Naeris (Aa - ven / Nay - riss)

Aven is a young, hot-headed half-elf that has been stuck living in Airedale City, the capital of the Unaviel Kingdom, while struggling to take care of themself in a place that doesn't want them. They consider themself to be introverted and a recluse, yet they love to get their hands dirty with blacksmithing and practice training by watching the guards train. As adept with magick as they are a hammer and forge, Aven plans to put their talents to use by creating magickal weapons for adventures and warriors alike.  
"Creation is just the first step in life. The next is to explore. I do both with my magick... Though I'm still getting used to using it. Heh, heh."
— Aven about their abilities

Physical Description

General Physical Condition

Aven is of average height for a half-elf and looks like the spitting image of their father, Theoden. They have silver-white hair and bright green eyes, though Aven is blind in their right eye, rendering it gray. A spray of freckles can be found dusting Aven's cheeks while their cute, pointed ears poke out from under their hair. They are lean in build, not showing any muscle, which can be unheard of in an elf.

Special abilities

Aven is a warlock-sorcerer combo. They prefer using their wild magick in favor of their patron's gifts. Aven is also adept with darkvision and being connected to their fae ancestry where they cannot being put to sleep magickally. They have access to Eldritch invocations and Pact Boons granted by their patron, Titania.

Mental characteristics

Personal history

Aven was born the older twin sibling to Lotha Naeris, and younger sibling to Ryce Naeris. They grew up in solitude from the elven cultures, instead learning about the humans and what they had to offer. Aven's father hid his ears and forced his children to keep their ears under caps or long hair as to avoid suspicion from King Dario Majan, the nobles, and the military forces. Aven had no idea why such things happened to them, especially when Father swore off any forms of magick at home.   As soon as Aven turned five-years-old, their first inkling of magick sprouted within them, and Mother taught them to hide it from Father. All Aven could do was think of themself as a freak. They surrendered to their fears and hid their magick away, believing it to be nothing but dangerous. For six years, they supressed their abilities, but it only appeared in outbursts.   Theoden was quick to learn of his son's attachment to magick and scolded him by showing him visions of what the happened to elves who used magick in the Unaviel Kingdom. Aven's fears grew until they begged their father to permanently block their magick. Theoden went out and gathered the necessary spell ingredients and came back to their cabin, intent on sealing Aven's magick away that night.   The spell began in silence, with Aven trying to hold back tears. They were ashamed. How could they have let their powers get this far out of control? For several hours, Aven laid across their wooden floor as their father surgically used an elven dagger intwined with certain animal hairs to carve a line straight down Aven's back. When the spell was complete, Aven had zero access to their magick, which overjoyed them. They were no longer dangerous! As a celebration, their mother made a sweet sponge cake with vanilla and cherry frosting. They went to bed that night not realizing the terrors that awaited them...   Some time in the middle of the night, Aven awoke to strange noises coming from outside. They got up and slipped outside, where they noticed Ryce sneaking toward a cluster of trees under the light of the full moon. Aven followed. When they got closer, they noticed Ryce talking to a stranger cloaked in a shadowy fog. While Aven watched, the shadowy figure coaxed Ryce into taking a green dragon egg and using invasive poisons to kill their family. Aven's heart dropped and they dashed back home.   Upon returning, they woke their parents, who attempted to get Lotha, but she wasn't in her bed, nor anywhere in the cabin. The family fled the cabin and spotted Ryce exiting the forest, a young dragon at his side. Theoden called out to him, telling him to come home, but Ryce had his dragon release a foul poison. With their parents' last effort, Aven was pushed back into the cabin and told the stay. Theoden drew his sword and charged at the dragon while Aven's mother shut the door and locked Aven inside. What seemed like forever was only a few minutes. Screams ripped from outside as large clouds of poison sprung up and seeped in through the windows. Aven ran, fleeing the cabin and running for the city.   At the city, Aven went to the guards for help, pleading with them for help. They locked Aven up as they went to investigate. Minutes turned into hours before the guards returned and Aven was let out. They said that sightings of a dragon were noted and that only Aven's parents' bodies were found. Aven was brought to the Open Heart Youth Orphanage, where they stayed for the next four years, until they were fifteen.   Aven took the chance at fifteen to become an animal handler at the local farms surrounding the city. Valk Handoval saw Aven's ability and asked for them to come work for the family farm. Aven worked quietly, saving up enough to earn them a place of their own in the lower class part fo the city. After a year, Valk ended up breaking his leg and Aven offered to help out at the blacksmith, the Iron Gauntlet. While helping out at the Iron Gauntlet, Aven decided to make a pair of iron gloves to use with the dangerous animals at the farm. Valk returned, and while disappointed that Aven used the forge, he was impressed with Aven's work and offered them a part-time job as an apprentice at the blacksmith. Aven took up the offer. Within another year, Aven made it up to master worker.

Gender Identity

Aven identifies as nonbinary and uses "they/them" pronouns. They are strict with being called by the right pronouns and won't hesitate to "curse" someone who is deliberately bullying them over their pronouns. While they dress in a masculine style, they try to keep their appearance neutral, showing very little of male or female appearance.

Sexuality

For a long time, Aven has known they were aromantic and didn't feel any romantic attraction toward any gender. They view this as a healthy reprieve from the societal structure of needing to find a "partner" before one gets too old. Aven is happy being single, though they do have quite a high sex drive.

Employment

Aven originally worked as an animal handler for the local blacksmith's family farm until the blacksmith, Valk Handoval, broke his leg and Aven offered to keep the blacksmith shop open by selling premade items. During that time, Aven read every blacksmith book in the shop and secretly began training themmself on making a pair of gloves.   When Valk returned, he was surprised by Aven's work, though disappointed that Aven used the forge without permission, and suggested that Aven take up apprenticeship. For a few months, Aven trained under Valk while still tending to the animals until Aven was able to move up from apprentice to master worker. Now, Aven runs the forge whenever Valk needs a break.

Personality

It's hard to describe a complex person like Aven, but most know that above all else they're often seen as stubborn and hot-headed. Of course, they were also modest and empathetic, surprising everyone. When Aven could, they would be helpful, dedicating themself to whatever task was at hand. They would also be punctual, always showing up on time.   However, some would see Aven's protective side as a nuissance. They stood up for the weak and poor, not letting anyone cause harm. At the same time, they were loyal. Whether it was to the city or the Handoval family, Aven will stay the course and won't turn on those who have been kind to them.

Mental Trauma

After the death of their parents, Aven deals with multiple levels of anxiety and PTSD. A few instances can trigger a PTSD attack, such as the smell of poison or the thought of eating something poisonous. They get anxious when dealing with dangerous situations.

Personality Characteristics

Motivation

Aven only wants to find their family and return to some form of happiness. They also want to get better at magick. While most humans frown upon using magick, Aven wants to delve deeper and prove to them that magick can be an ally.

Likes & Dislikes

Likes
  • Cats, or any critter with fur
  • Forging
  • Learning about other cultures
  • Magick
  • Sweets, especially cake
Dislikes
  • Betrayal / Loss
  • Dragons
  • Nobles / Military Forces
  • The Dark
  • Violence

Vices & Personality flaws

Aven can easily fall into the trap of trusting people, especially those that are typically an enemy of the Unaviel Kingdom. They aren't very bright about telling when someone is a betrayer until they are slapped in the face with it. And it hurts worse when it comes from those they consider the betrayer as family.

Social

Contacts & Relations

Family
Theoden Naeris: Aven's father, and a high elf druid that sought to keep the peace between the forests and concrete cities.   Kirthre Naeris: Aven's mother, and a human rogue with a talent for persuasion.   Ryce Naeris: Aven's older brother. He was always a bit cold and distant, and now, he's considered armed and dangerous...with a dragon.   Lotha Naeris: Aven's younger twin sister. It is unknown what happened to her the night of their parents' death.
Friends
Valk Handoval: One of the few humans in Airedale City that cares about Aven. They are the sole reason Aven got their job as an animal handle, and now as a master worker in the Iron Gauntlet.
Enemies
TBA

Religious Views

Aven follows the Order of Orimully as their main religion. The main goddess they follow is Aura, the goddess of light and warmth. She is all that holds Aven together after losing their family.

Social Aptitude

Aven can easily persuade others to listen to them when Aven needs to explain something. They never do it in a flashy way. No, Aven is subtle. They speak gently while gesturing with their hands.

Relationships

Aven Naeris

younger brother (Important)

Towards Ryce Naeris

2

Honest


Ryce Naeris

older brother (Trivial)

Towards Aven Naeris

-4

Dishonest


Aven Naeris

older twin brother (Important)

Towards Lotha Naeris

3

Honest


Lotha Naeris

younger twin sister (Trivial)

Towards Aven Naeris

-3

Dishonest


Table of Contents

Alignment
Neutral Good
Current Location
Species
Ethnicity
Other Ethnicities/Cultures
Date of Birth
25th of Icica
Year of Birth
419 EoE 17 Years old
Family
Spouses
Siblings
Ryce Naeris (older brother)
Lotha Naeris (younger twin sister)
Children
Pronouns
They/Them
Sex
Male
Gender
Nonbinary
Eyes
Gray (left / blind)
Green (right)
Hair
Silver-white
(Asymmetrical pixie-cut with long side-swept bangs and a fade on the side)
Skin Tone/Pigmentation
Ashen white
Height
5'11"
Known Languages
Common
Quenya Lang


Cover image: by Amelia Nite (CreArt)
Character Portrait image: by Amelia Nite (Hero Forge)

Aven Naeris

5 Level (0/14000 XP for level-up) Guild Artisan (Blacksmith) Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Sorcerer (Wild Magick)
Level 3
Hit Dice: 3/3
1d6+1 Class 1
Warlock (The Archfae)
Level 2
Hit Dice: 2/2
1d8+1 Class 2

STR
9
-1
DEX
10
+0
CON
13
+1
INT
12
+1
WIS
13
+1
CHA
16
+3
29
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Sorcery Points
2 / 2
Eldritch Invocations
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+0 Dexterity
+4 Constitution
+1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+6 Deception CHA
+1 History INT
+4 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 STR 1d4-1 piercing
 finesse, light, thrown (20/60)
Dagger +3 DEX 1d4 piercing
 finesse, light, thrown (20/60)
Light Hammer +2 STR 1d4-1 bludgeoning
 light, thrown (20/60)
Attacks

Spell Book

Sorcerer
Wild Magick Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

 

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Font of Magick

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.


 

Metamagick

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
  • When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  • You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
  • You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Seeking Spell (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


 

Warlock
Fae Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

 

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

 

Features & Traits
A set of artisan's tools (Smith's tools), an arcane focus (staff) a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 122, Platinum: 0 Money
Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting
Languages: Common, Elven, +2 Others
Proficiencies: Light Armor, Daggers, darts, slings, quarterstaffs, light crossbows, and other Simple weapons, One type of artisan's tools (Smith's Tools)

Languages & Proficiencies
I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist.

Personality Traits
People. I'm committed to the people I care about, not to ideals. (Neutral)

Ideals
One day I will return to my guild and prove that I am the greatest artisan of them all.

Bonds
I'll do anything to get my hands on something rare or priceless.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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