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For the Halfling Bard from Gnomes, Tomes & Catacombs, see Pearl (GTC).

History[]

  • On the 21st of July year 2, in the forest near Trog Canyon, a violent and loud magical rift thundered, creating a small crater, at the center of which lies a young unconscious Tabaxi, emanating with magical outbursts. She is found by Lydia Riverdale, who adopts the Tabaxi as her child, giving her the name Pearl Riverdale. While she doesn't know her true age, Lydia estimated she was around 4–8 years old at the time based on her behavior, and considers this day her birthday.
  • Pearl seems to have been exposed to raw magic in harmful ways during the rift, leaving her unable to fully control the magic she possesses, or perhaps more accurately, the magic she is possessed by.
  • As she got older, a lot of her time was spent both practicing controlling her magic while out hunting with Lydia, but the hours spent at home was dedicated to practicing reading and trying to figure out why and how she got here, as there seems to be none of her kind around.
  • Lydia was very protective of Pearl for most the 18 years she's spent with her so far, and is only recently allowing her to live on her own, venturing out into the world.
  • After an incident with a magical surge unleashing a fireball, she moved deeper into the canyons to avoid hurting more people.
  • While Pearl is a bit of an outcast in the village, hunters like her for her useful skills, and so she has managed to make a few friends.

Features & Traits[]

  • Darkvision (Racial: Tabaxi)
  • Feline Agility (Racial: Tabaxi)
  • Cat's Claws (Racial: Tabaxi)
  • Spellcasting (Sorcerer Lvl 1)
  • Sorcerous Origin: Wild Magic (Sorcerer Lvl 1)
  • Reckless Casting (Wild Magic Lvl 1 + homebrew by Neal, Ep 13)
  • Wild Magic Spell Surge (Wild Magic Lvl 1 + homebrew by Neal)
  • Wild Magic Cantrip Surge (Wild Magic Lvl 1 + homebrew by Neal & Freya)
  • Tides of Chaos (Wild Magic Lvl 1)
  • Font of Magic (Sorcerer Lvl 2)
  • Metamagic: Empowered Spell (Sorcerer Lvl 3)
  • Metamagic: Subtle Spell (Sorcerer Lvl 3)
  • Mobility (Trait: Level 4)

Tool Proficiencies[]

  • Dagger
  • Light crossbow
  • Quarterstaff
  • Sling
  • Dart

Equipment[]

  • Arcane Focus
  • Daggers
  • Shortbow

Languages[]

  • Common
  • Tabaxi (Presumably. Likely forgotten)
  • Lesser Literacy (Literate but reads at half speed)

Cantrips[]

  • Fire Bolt V S 0  Fire Bolt Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  1d10 (Fire) Target  A creature or object within range You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10). School  Evocation Classes  Sorcerer, Wizard
  • Prestidigitation V S 0  Prestidigitation Range  10 feet Concentration  No Casting Time  1 action Duration  Up to 1 hour Save   Damage   Target  See text This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.• You create an Instantaneous, harmless sensory Effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.• You instantaneously light or snuff out a Candle, a torch, or a small campfire.• You instantaneously clean or soil an object no larger than 1 cubic foot.• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.• You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an Effect as an action. School  Transmutation Classes  Bard, Sorcerer, Warlock, Wizard
  • Hydrotelekinesis S V 0  Hydrotelekinesis Range  30 feet Concentration  No Casting Time  1 action Duration  1 hour Save   Damage   You shape, animate, move or alter water up to a total volume of a 6 inch cube, in one of the following ways:
    • You can move water/ice at a rate of 5 feet per second. Its force is only enough to move the water itself
    • You freeze water into ice. This change lasts for 1 h or until dismissed
    • You change the water/ice color or opacity. It must be changed in the same way throughout. This change lasts for 1 h or until dismissed
    School  Alteration Classes  Sorcerer Source  5.Freya cantrip
  • Mage Hand V S 0  Mage Hand Range  30 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage   Target  A point you choose within range A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.The hand can't Attack, activate magical items, or carry more than 10 pounds. School  Conjuration Classes  Bard, Sorcerer, Warlock, Wizard
  • Message V S M 0  Message Range  120 feet Concentration  No Casting Time  1 action Duration  1 round Save   Damage   Target  A creature within range Materials  A short piece of copper wire You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings. School  Transmutation Classes  Bard, Sorcerer, Wizard

1st Level Spells[]

  • Shield V S 1  Shield Range  Self Concentration  No Casting Time  1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Duration  1 round Save   Damage   Target  Self An Invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering Attack, and you take no damage from Magic Missile. School  Abjuration Classes  Sorcerer, Wizard
  • Magic Missile V S 1  Magic Missile Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  1d4+1 (Force) Target  A creature of your choice that you can see within range You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more dart for each slot above 1st. Higher Spell Slot   When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. School  Evocation Classes  Sorcerer, Wizard
  • Comprehend Languages V S M 1  Comprehend Languages Range  Self Concentration  No Casting Time  1 action Duration  1 hour Save   Damage   Target  Self Materials  A pinch of soot and salt For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. School  Divination Classes  Bard, Sorcerer, Warlock, Wizard (removed episode 19)

2nd Level Spells[]

  • Scorching Ray V S 2  Scorching Ray Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  2d6 (Fire) Target  Targets (one or several) within range You create three rays of fire and hurl them at Targets within range. You can hurl them at one target or several.Make a ranged spell Attack for each ray. On a hit, the target takes 2d6 fire damage.At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you create one additional ray for each slot level above 2nd. Higher Spell Slot   When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. School  Evocation Classes  Sorcerer, Wizard
  • Shatter V S M 2  Shatter Range  60 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save  Constitution Damage  3d8 (Thunder) Target  A point of your choice within range Materials  A chip of mica A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, Crystal, or metal has disadvantage on this saving throw.A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd. Higher Spell Slot  1d8 When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd. School  Evocation Classes  Bard, Sorcerer, Warlock, Wizard

3rd Level Spells[]

  • Fireball V S M 3  Fireball Range  150 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save  Dexterity Damage  8d6 (Fire) Target  A point you choose within range Materials  A tiny ball of bat guano and sulfur A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd. Higher Spell Slot  1d6 When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. School  Evocation Classes  Sorcerer, Wizard (ep 19)
  • Tongues V M 3  Tongues Range  Touch Concentration  No Casting Time  1 action Duration  1 hour Save   Damage   Target  The creature you touch Materials  A small clay model of a ziggurat This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. School  Divination Classes  Bard, Cleric, Sorcerer, Warlock, Wizard (ep 19)

Trivia[]

Her glasses aren't canon (but they should be).

Pearl EoW

Pearl by Freya Holmér

Pearl and Lydia by Grizguts

Pearl and Lydia by Grizguts

Pearl, Lydia and Obsidian

Pearl, Lydia and Obsidian by Grizguts

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