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Adopts now up on my Kofi! Reblogs are so greatly appreciated ❤️
Become a supporter of Fen today!

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Part Eight
I woke up before the sunrise to start packing my saddle bags. I was nervous to return to the camp so soon; I am sure they would be waiting for us. My companions were ready to leave; it seems they were too anxious to get much rest.
Leosin was unfortunately still too injured to accompany us. He informed us that he would be returning to Elturel as soon as possible—he has associates there that need to learn what he has found out about the cultists.
I bid him farewell, and we left Greenest, traveling once more down the dirt road to the camp.
A few hours into our travels, we witnessed columns of smoke rising from the campsite. The closer we got, the stronger the smell of burning wood became. We dismounted, leaving the horses behind so we could sneak through the woods around the camp. I am sure they knew who to look for, and I was not keen on getting captured.
We approached the side of the camp, waiting to see a bustling camp just like yesterday…but the place was abandoned. A few of the tents were smoldering, and we saw a trail of wagon tracks leading west. All that was left in the camp was litter, nothing even useful for the people of Greenest.
I thought it was odd and that we should return with news that the cultists had left—but that's when Smoke saw a kobold peek its head out of the cave's mouth. It quickly went back in, and my heart sunk as I realized we would have to investigate.
Kalanthe, a Hexblood Warlock who just wants to stay in her potion shop brewing coffee for customers ☆
Ouuu adopts wip!
Rowan of the Bellowdark
My hexblood warlock raised by a coven of hags based on the seasons, training him to be their Summer.
Outfit varieties drawn for Art Fight and my novel Blood On Our Names.

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Updated character sheet for Kalanthe <3
Kalanthe, born a tiefling, was abandoned by her birth parents and left to the mercy of the forest. The little one would have perished if she had not been found by the witch of the woods, Elfrida. A woman of two realms and immeasurable age, she raised Kalanthe as her own.
Eflrida, a being of the Fey Wilds, trained her in the mystical arts and healing. She, and her coven of fey sisters, blessed Kalanthe with gifts of magic to protect herself and help others.
As she grey, fey markings appeared on her skin, her ears became longer and lithe, and her eyes always had a slight glow. A crown of crystals, woven with vines and flowers, adorned her skull.
NEW WHITLOCK REF.....my darling fairy princess. thing. his armor is based on iridescent beetles. he's a chronic liar and he spends an unnecessary amount of energy always smiling and doing 'happy eyes'.... and he plucks all of the leaves off his eldercross. creepy hexbloods represent<3
DND Species: Hexblood (2024)
From: Ravenloft: The Horrors Within
Hexbloods are individuals infused with fey magic as a result of eldritch energy or mysterious witchcraft. Many Hexbloods are transformed into such beings after making a deal with a powerful Hag, but other strange forces can result in the birth of a Hexblood. A Hexblood's strange Fey power manifests as eerie clairvoyance and beguiling magic.
Creature Type: Fey
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
Speed: 30 feet
Darkvision. You have Darkvision with a range of 60 feet.
Eerie Token. As a Bonus Action, you can create a magical token by harmlessly removing a lock of hair, detaching a nail, or using some other method. While the token exists, you gain the following benefits:
Distant Message. As a Magic action, you can send a telepathic message of 25 words or fewer to a creature holding or carrying the token, as long as you are within 10 miles of it.
Remote Viewing. If you are within 10 miles of the token, you can take a Magic action to extend your senses through the token for 1 minute, until you have the Incapacitated condition, or until you end this state (no action required). During this state, you can see and hear from the token as if you were located where it is. When this state ends, the token is harmlessly destroyed. Unless the token is destroyed early, it lasts until you finish a Long Rest. Once you create a token using this feature, you can't do so again until you finish a Long Rest.
Hex Magic. You always have the spells Disguise Self and Hex prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).