Charlotta
Amethyst Dragon Warlock (Megs)
the family is from the Relish Isles, and they evolved via insular dwarfism to be smaller Dragonborn over time, because, exactly, kobolds would be looked down upon and thus they cannot possibly be kobolds because they are noble and esteemed Dragonborn (she’s just small for her race 🤣)
The warlock patron is something the whole family has bought into for this whole Dragonborn situation. The entire line is subjected to this deal (the patron is an ancient dragon and that’s why they have a curmudgeonly amount of spell slots and not a lot of extra power)
But as the sole heir and only offspring in the family it’s solely her responsibility to satisfy this particular patron so she has to adhere but she finds it insufferable
Pep is her underground name, the Lady Charlotta is what the aristocrats know her as. Zelda definitely knows who she is - I think Pep becomes her sponsor when Zelda’s parents drop her off outside of the wealthy kids summer camp and Pep recruits her as her bodyguard/muscle
And I think Oswin and Pep have a friendship based off of the destroyed message, which is why Os tolerates Zelda but she isn’t really too fond of her 🤣
Keeping her identities separate is key. She is rogue-y and underworld-y but also maintains her diplomatic mantle.
Amethyst Dragon warlock
Your eldritch blast is a breath weapon.
1st level:
Your patron is Eilithonos, an Amethyst Dragon of Greatwyrm status.
Expanded Spell List
When you choose new spells, the following spells are added to the Warlock spell list for you:
Spell level
Spells
1st
Feather fall, jump
2nd
Levitate, locate object
3rd
Clairvoyance, sending
4th
Arcane eye, Locate creature
5th
Legend lore, passwall
Draconic Psyche
Starting at 1st level, your patron bestows upon you one of the two following abilities, Draconic Presence or Wyrm’s Mind. Which you take is your choice. You can change to the other when gaining a Warlock level with an Ability Score Increase.
Draconic Presence
to project the beguiling and fearsome presence of the dragon. As an action, you can cause each creature in a 15’ cone, originating from you to make an Intelligence 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.
Wyrm’s Mind
Your patron’s knowledge of psionics gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Astral Refuge
6th level:
At 6th level, you gain the ability to step into an astral refuge.
As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells or use objects that target only you. After using those two actions, you return to the space you occupied and your turn ends.