Shayla Fitzreine
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Shayla Fitzreine

Countess of T'Kashire and Custodian of Caislean, (formerly) First Princess of the Fae

Shayla Fitzreine was born as the product of Queen Titania Maoilriain being unfaithful to her husband with an unknown Pixie, and is the middle in age of her three children between the Crown Prince of the Fae and heir to the throne Padraig "Puck" Maoilriain and Prince Alroy V Maoilriain. Her birth surname "Fitzreine" reflects this, being a term given to illegitimate children of a female member of the royal house. 

While King Oberon made no attempt to hide her origins from the young Shayla he also did not shame her for it like her mother did, and treated her as though she was his own daughter, including legitimising her with the Maoilriain name shortly after her birth, something which greatly annoyed Titania. It should be noted however that despite this Shayla was never eligible to become Queen of the Fae.

As she grew older, Shayla became very popular with the common people; as as she grew and became increasingly aware that as a royal bastard she was never going to inherit the crown she made no attempt to behave in an appropriately regal or ladylike fashion; often she would sneak out of the palace avoiding the guards and go to bars or festivals, mingling with the common people as if she was one of them.

She was sent away to Ādīsi Geneti to study once Titania realised she was unable to control the rebellious teenager, but she didn't last long in her boarding school as she kept breaking out and visiting bars. One evening led her to meeting Ashraiah "Ash" el Sabine, Syx and Qau-dibab-āy'ḥāk-āy'āda in The Emerald Lantern, the infamous den of debauchery in Mouldtown, and being sent on a mission to investigate the undead pandemic in the Grand Duchy of Tir by Feckward

Shayla wasn't a direct part of that group for long though, as she became beloved by the village of T'Kashire where the group found themselves and shortly after leaving active adventuring she was - unexpectedly - elected Mayor of the village after winning the popular vote, having been entered into the vote by some of her friends (including Ash) without her initial knowledge. This seems to have been for the best though, as the position of power allowed her to mature and develop into an extremely capable leader and politician.

Following the death of Syx, she received Syx's Diary and has been studying the Dragonling's life and experiences working for the public. She also has her own extensive series of journals, noting down her collection of spells, sketches, her own private thoughts on numerous subjects and pieces of poetry amongst other things.

More recently her actions as Mayor led to her becoming the first Countess of the newly-formed New County of T'Kashire, thus leading her to take up permanent residence in the village and begin construction on a small castle there, and also upon joining the Grand Imperial Advisory Board quickly became a member of the hyper-libertarian Orla Bloc political alliance. She is very proud of this title as it is the only one she has that she actually earned through her own merit and actions rather than her birth. She has also, according to rumour, began assembling a team to pick up where her friends left off following the undead problem. She is still extremely popular amongst the common man in Tír and the Fae, to the point where she has earned the nickname of "The Queen in the South". At around the same time as she was made Countess, she was also made Custodian to the largely-abandoned former Tiran capital of Caislean.

As a result of her mother and stepfather's divorce, Shayla has been stripped of the Maoilriain name and has reverted to using the name Fitzreine as the new Noble House of T'Kashire, though publicly generally uses Countess Shayla without her surname. She still however remains very close with King Oberon and her older half-brother Padraig. Since the restoration of the Tiran monarchy and ascension of Queen Marial I, she has taken up an advisory position with the Queen alongside her political ally Orla Drakenfiend alongside her regular duties as Countess.

Title
Countess of T'Kashire and Custodian of Caislean, (formerly) First Princess of the Fae

Type
Player Character

Races
Faerie

Races
Pixie

Families
House Fitzreine

Age
20

Gender
Female

Pronouns
She/Her

Personality

Personality
Shayla is an extremely capable, brave and intelligent young woman, with a keen mind for diplomacy, a high level of skill at magic, a lust for knowledge and exceptional leadership abilities which have all become more prominent as she has become more confident throughout the story. However, she is also known to be extremely stubborn and rather short-tempered with a penchant for cutting wit and sarcasm, and is fiercely independent to the point of ignoring her own safety to do what she thinks is the right thing.
At heart however she is extremely kind and generous, willing to commit to great personal sacrifice to keep the ones she cares about safe and viewing her position of leadership as the first Countess of T'Kashire as being "first-amongst-equals".
In her free time, she is known to be an avid bookworm and a skilled sketcher. She is also known to be very knowledgeable about Imperial and Fae law.

Fears

Goals

Mannerisms

Orientation
Bisexual

Notes

Unorganised

Sorcerer - Class

Sorcerers (or sorceresses as female sorcerers are called) carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Sorcerer Spell Slots per Spell Level
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 Magical Guidance 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7th +3 7   5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9   5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11   6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13   6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15   6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

 

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

 

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power.

Subclass - Divine Touched

Subclass - Draconic Blood

Subclass - Phoenix Touched

Subclass - Runechild

Subclass - Shadow Walker

Subclass - Succubus Blood

Subclass - Void-Touched

Subclass - Wildmage

 

Font of Magic

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. The created spell slots vanish at the end of 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.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

 

Metamagic

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.
  • 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

 

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

 

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.