Maeve
CHARACTER | |||
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Name | Maeve | ||
Player | Jake | ||
Background | Entertainer | ||
Species | Moon Elf | ||
Class | Bard | ||
Subclass | College of Dance | ||
Alignment | Chaotic Good |
LEVEL |
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3
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XP: .... |
LOST |
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Sense of Direction |
PROFICIENCY BONUS |
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+2 |
STRENGTH | |||
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-1
8
| |||
-1 | Saving Throw | ||
0 | Athletics |
DEXTERITY | |||
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+2
15
| |||
+4 | Saving Throw | ||
+4 | Acrobatics | ||
+3 | Sleight of Hand | ||
+3 | Stealth |
CONSTITUTION | |||
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+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
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✧ |
INTELLIGENCE | |||
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+1
13
| |||
+1 | Saving Throw | ||
+3 | Arcana | ||
+2 | History | ||
+2 | Investigation | ||
+3 | Nature | ||
+3 | Religion |
WISDOM | |||
---|---|---|---|
0
10
| |||
0 | Saving Throw | ||
+1 | Animal Handl. | ||
E | +4 | Insight | |
+1 | Medicine | ||
+1 | Perception | ||
+1 | Survival |
CHARISMA | |||
---|---|---|---|
+3
17
| |||
+5 | Saving Throw | ||
+4 | Deception | ||
+4 | Intimidation | ||
E | +7 | Performance | |
+4 | Persuasion |
EQUIPMENT PROFICIENCIES & TRAINING |
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Armor Training Light armor |
Weapons Simple weapon |
Tools lute, castanets, tambourine, TBD +3 |
LANGUAGES |
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Common, Elvish |
CURSES |
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Can't open a door without knocking first |
APPEARANCE |
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About 1m75. Long black hair with blue/purple sheen, pale skin with bluish tint. Green eyes with golden flecks. Her traveler's clothes are practical but colourful. The costumes she wears for her performances are very colourful and bright. (Think flamenco dresses.) |
FEATS |
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Musician You gain the following benefits.
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ARMOR CLASS | |||
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15 Shield:
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DEATH SAVES | |||
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Successes | |||
Failures |
INITIATIVE | |||
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+2 |
PASSIVE P. | |||
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11 |
HIT POINTS | |
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Max | 20 |
Current | |
Temp |
HIT DICE | |||
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d8: |
SPEED | |||
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30 |
SIZE | |||
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Medium |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
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Dagger | +5 | 1d4+3 Pierc. |
Unarmed Agile Strike | +4 | 1d6+2 Bludg. |
Vicious Mockery | DC: 13 | 1d6 Psychic |
vs Wisdom saving throw, adds Disadvantage on the next attack roll it makes before the end of its next turn. | ||
CLASS FEATURES |
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Spellcasting
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Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
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Expertise You gain Expertise in two of your skill proficiencies of your choice: Insight, Performance. |
Jack of All Trades You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. |
Dazzling Footwork While you aren't wearing armor or wielding a Shield, you gain the following benefits.
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SPECIES TRAITS |
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Darkvision You have Darkvision with a range of 60 feet. |
Elven Lineage You know extra cantrip(s). Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. (Spellcasting ability: Cha)
You always have that spell prepared. You can cast it 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. |
Fey Ancestry You have Advantage on saving throws you make to avoid or end the Charmed condition. |
Keen Senses You have proficiency in the Insight, |
Trance You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. |
EQUIPMENT |
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Coins: 25 GP / 2 SP |
SPELLCAST. ABILITY | |||
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Cha |
SPELLCAST. MODIFIER | |||
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+3 |
SPELL SAVE DC | |||
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13 |
SPELL ATTACK BONUS | |||
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+5 |
SPELL SLOTS | |||||
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Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
Dancing Lights |
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Level 0 Illusion Cantrip Cast Time: Action
Range: 120 feet Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute |
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range. |
Detect Magic |
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Level 0 Illusion Cantrip (Elven Lineage) Cast Time: Action or Ritual
Range: Self Components: V, S
Duration: Concentration, up to 10 minutes |
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
Prestidigitation |
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Level 0 Transmutation Cantrip (Elven Lineage) Cast Time: Action
Range: 10 feet Components: V, S
Duration: Up to 1 hour |
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
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Vicious Mockery |
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Level 0 Enchantment Cantrip Cast Time: Action
Range: 60 feet Components: V
Duration: Instantaneous |
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach level 5 (2d6), level 11 (3d6), and level 17 (4d6). |
Command |
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Level 1 Enchantment Cast Time: Action
Range: 60 feet Components: V
Duration: Instantaneous |
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Using a Higher-Level Spell Slot: +1 creature / each spell slot level above 1. |
Color Spray |
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Level 1 Illusion Cast Time: Action
Range: Self Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous |
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn. |
Dissonant Whispers |
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Level 1 Enchantment Cast Time: Action
Range: 60 feet Components: V
Duration: Instantaneous |
One creature of your choice that you can see within range hears a discordant melody in its mind. Target makes Wisdom saving throw. Failed save, takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. Successful save, target takes half as much damage only. Using a Higher-Level Spell Slot: damage +1d6 / each spell slot level above 1. |
Suggestion |
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Level 2 Enchantment Cast Time: Action
Range: 30 feet Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours |
You suggest a course of activity—no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. E.g. “Fetch the key to the cult's treasure vault, and give the key to me.” “Stop fighting, leave this library peacefully, and don't return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it. |
Detect Thoughts |
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Level 2 Divination Cast Time: Action
Range: Self Components: V,S,M (a copper piece)
Duration: Concentration, up to 1 minute |
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
Deity |
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Sune (/ˈsuːni/, SOO-nee) |
Lady Firehair, the Lady of Love, the Princess of Passion |
Sune Firehair is a deity of passion and the delights of the senses. She is the goddess of beauty in all its forms-not just pleasing sights, but also enchanting sounds, luxurious tastes and scents, and the exquisite pleasures of the flesh, from a lover's caress to the brush of silk on the skin. Her worshipers seek out these pleasures in life, not out of mere decadence, but because the experience of pleasure is the touch of Sune herself. |
Subrace |
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Moon Elf |
Moon elves, also known as silver elves or Teu'Tel'Quessir, are an adventurous and open-minded subrace of elves. Historically dispersed among other races due to the collapse of their empires, they have built a reputation for easily mingling with non-elves, unlike their more reclusive kin. Their adaptable, lighthearted culture has helped them endure through times of loss, often leading other elves to view them as frivolous. While moon elves may live in temporary communities of other races across Faerûn, they frequently move, finding "home" among family, friends, or temporary residences. They can be a playful counterpoint to the more serious sun elves, though this rarely leads to conflict, as moon elves typically leave before overstaying their welcome. |