Belmaia aka Bell (Warlock)
Medium humanoid (
Tiefling), chaotic good
Cisgender woman, she/her
- Armor Class 10
- Hit Points 33
- Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
8 (-1) |
10 (+0) |
12 (+1) |
14 (+2) |
12 (+1) |
18 (+4) |
- Skills Arcana +5, Deception +7, Investigation +5, Survival +4
- Damage Resistances fire
- Senses darkvision 60 ft., passive Perception 11
- Languages Abyssal, Common, Infernal, Sylvan
- Challenge 5 (1,800 XP)
Spellcasting. Bell is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bell has the following Warlock spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Frostbite, Mage Hand, Prestidigitation, Thaumaturgy, Poison Spray
1st level (4 slots): Mage Armor, Command, Expeditious Retreat
2nd level (3 slots): Darkness, Misty Step, Ray of Enfeeblement
3rd level (2 pact slots): Counterspell, Vampiric Touch
Infernal Legacy. She knows the Thaumaturgy cantrip. She can cast the Hellish Rebuke spell as a 2nd-level spell once and the Darkness spell once with this trait and regains the ability to do so when she finishes a long rest. Charisma is her spellcasting ability for these spells.
Agonizing Blast. When she casts Eldritch Blast, she adds her Charisma modifier to the damage it deals on a hit.
Traits
Body-Focused Repetitive Behavior (Trichotillomania)[IE 3, Triggered]. She feels a need to pick at, pull, bite, and/or eat your hair. She must succeed on a DC 11 Wisdom check to resist this behavior. When people who don't know her see her, they usually only see her hair. This gives her +3 to Dexterity (Sleight of Hand) checks but −3 to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −3 penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Sleep Disturbances (Insomnia) [IE 2, Frequent]. Belmaia has trouble falling or staying asleep or both (equal chances each). When beginning a long rest, she must succeed on a DC 10 Constitution saving throw to fall asleep quickly. On a failure she loses the difference between your result and the number needed in hours of sleep, and loses the benefits of rest accordingly unless she sleeps longer at the end of the long rest to compensate. If she wakes in the night, determine the time she wakes randomly by subtracting the loss from the total hours attempted, and roll 1d(difference) to see how many hours she sleeps before waking. If it is mixed insomnia, follow the above, but then roll to determine how many of the lost hours are at the beginning and how many are after waking.
Startle Amplification [IE 2, Triggered when her wig is removed unexpectedly]. Belmaia has an overactive stress response that can cause a fight-flight-freeze reaction to non-threatening situations. This response is triggered randomly 2d4 times per day and during any remotely stressful situation. She has a +2 bonus to Charisma (Intimidation) checks and a −2 penalty to Charism (Persuasion) checks along with a +1 on Initiative.
Traumatic Flashbacks [IE 3, Triggered when her wig is removed unexpectedly]. Belmaia experiences memories of her past traumas as if they are happening. These are triggered by external stimuli, some predictable and others that feel random. These triggers happen 3d4 times per day or when exposed to an appropriate stimulus, and last 3d6 minutes unless she succeeds a DC 11 Constitution saving throw. All spell casting and ability checks require that she succeed on a concentration check or make the subsequent check at disadvantage, and tasks that normally require a concentration check are made with a −3 penalty. If she takes damage during a flashback that doesn’t make sense within the context, she may attempt another Constitution saving throw immediately.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Assistive Device
Bell’s Beautiful Bonnet. Wondrous Item, common
While wearing this hat, you can use a bonus action to change the style, color, and apparent material of the hat and hair appearing to grow beneath it. If removed, the hair goes with it as a wig. The hat can be any kind of hat and replicate any nonmagical hair but regardless of its appearance, it neither protects from nor causes damage.
Background
Belmaia grew up in an abusive household. Due to her parents' close connection to infernal beings, they were highly competitive. From a young age, they focused on all the ways that Bell was inadequate in their eyes, hoping to foster her own competitive spirit. Instead, a growing sense of stress, anxiety and inadequacy grew as she was never able to meet her parents' unrealistic expectations. As the pressure grew, Bell started picking at her hair. This became a new source of critique from her parents.
One night while traveling home from another day of intense lessons and harsh tutors who regularly berated Bell for her lack of progress, she met a stranger along the road. This stranger turned out to be an Archfey. They listened to Bell’s pain and offered her a deal: a chance to escape the pressure of her oppressive home life with the only obligation to sow chaos and joy wherever she went. With the support of her new patron by her side, Bell left without ever returning home again.
She soon settled down in a town far away from her family or origin, opening a rather successful café in the process. Here the drinks are filled with magic and delight that tickles the fancy of each customer, leaving them with a smile. Her café has since become a center for community including space for performances, artists of all types, and classes such as make-up lessons, crafting sessions, and more.
Personality
Bell is very friendly towards everyone even though she may present as reserved at times. This largely happens when she is under high amounts of stress or worried about a close friend. She has a giving heart and donates a portion of her proceeds to other survivors of abuse, and works hard to build a space that is welcoming to everyone. When she is reminded of her past trauma, Bell can become stuck in her head or much more anxious than normal. During these times she becomes more closed off from those around her, though not for long. Overall, she is a helpful person and would be a great aid to any adventuring party.
Plot Hooks
- A character needs a mentor or class to help them retrain a skill or for an appropriate multiclass.
- The party is looking to help another NPC find safety from an abusive environment.
- The party needs someone well connected to the local community to help them find someone.