Maeve: Difference between revisions
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|#### Image works best with a +/- 1:1 (W:H) ratio. If not the top part will be taken. Upload it to the wiki #### | |#### Image works best with a +/- 1:1 (W:H) ratio. If not the top part will be taken. Upload it to the wiki #### | ||
|Image = Maeve-recut.jpg | |Image = Maeve-recut.jpg | ||
|Level = | |Level = 4 | ||
|#### Enter the dice-number of your hit die here (so 6 for d6, 8 for d8, etc). | |#### Enter the dice-number of your hit die here (so 6 for d6, 8 for d8, etc). | ||
|HitDie = 8 | |HitDie = 8 | ||
|#### Put MaxHp to 0 to autocalculate | |#### Put MaxHp to 0 to autocalculate | ||
|MaxHp = | |MaxHp = 26 | ||
|Speed = 30 | |Speed = 30 | ||
|Size = Medium | |Size = Medium | ||
|#### ArmorClass without shield, setting UsesShield to 1 adds the shield to your base AC | |#### ArmorClass without shield, setting UsesShield to 1 adds the shield to your base AC | ||
|#### | |#### NO armor but College of Dance's Dazzling Footwork = 10 + DEX mod + CHA mod = 10 + 3 + 4 | ||
|ArmorClass = | |ArmorClass = 17 | ||
|UsesShield = 0 | |UsesShield = 0 | ||
|####Attributes#### | |####Attributes#### | ||
|Str=8 | |Str=8 | ||
|####14 +1 Bard | |####14 +1 Bard +1 Ability Score Improvement @ lvl4 | ||
|Dex= | |Dex=16 | ||
|Con=12 | |Con=12 | ||
|Int=13 | |Int=13 | ||
|Wis=10 | |Wis=10 | ||
|####15 +2 Bard | |####15 +2 Bard +1 Ability Score Improvement @ lvl4 | ||
|Cha= | |Cha=18 | ||
|####Saving Throw Proficiencies #### 0=base , 1 = proficient, 2 = expertise | |####Saving Throw Proficiencies #### 0=base , 1 = proficient, 2 = expertise | ||
Line 58: | Line 58: | ||
|#### Skills #### #### 0=base , 1 = proficient, 2 = expertise, 0.5 = jack of all trades | |#### Skills #### #### 0=base , 1 = proficient, 2 = expertise, 0.5 = jack of all trades | ||
|#### STRENGTH #### | |#### STRENGTH #### | ||
|Athletics =0 | |Athletics =0.5 | ||
|#### DEXTERITY #### | |#### DEXTERITY #### | ||
|### Background: Entertainer ### | |### Background: Entertainer ### | ||
|Acrobatics =1 | |Acrobatics =1 | ||
|SleightOfHand =0 | |SleightOfHand =0.5 | ||
|Stealth =0 | |Stealth =0.5 | ||
|#### INTELLIGENCE #### | |#### INTELLIGENCE #### | ||
|Arcana = | |### Class proficiency ### | ||
|History =0 | |Arcana =1 | ||
|Investigation =0 | |History =0.5 | ||
|Nature =0 | |Investigation =0.5 | ||
|Religion = | |Nature =0.5 | ||
|### Class proficiency ### | |||
|Religion =1 | |||
|#### WISDOM #### | |#### WISDOM #### | ||
|AnimalHandling=0 | |AnimalHandling=0.5 | ||
|### Species: Elf ### | |### Species: Elf ### | ||
|Insight = | |### Class proficiency, Class Feature: Expertise ### | ||
|Medicine =0 | |Insight =2 | ||
|Perception =0 | |Medicine =0.5 | ||
|Survival =0 | |Perception =0.5 | ||
|Survival =0.5 | |||
|#### CHARISMA #### | |#### CHARISMA #### | ||
|Deception =0 | |Deception =0.5 | ||
|Intimidation =0 | |Intimidation =0.5 | ||
|### Background: Entertainer ### | |### Background: Entertainer, Class Feature: Expertise ### | ||
|Performance = | |Performance =2 | ||
|Persuasion =0 | |Persuasion =0.5 | ||
|#### Weapons & Cantrips #### (max 4) | |#### Weapons & Cantrips #### (max 4) | ||
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|Weapon1DmgType = Pierc. | |Weapon1DmgType = Pierc. | ||
|### MagicItemBonus is for +1/+2/+3 weapons (put in 0/1/2/3) | |### MagicItemBonus is for +1/+2/+3 weapons (put in 0/1/2/3) | ||
|Weapon1MagicItemBonus = | |Weapon1MagicItemBonus = 1 | ||
|### MagicDmg is for for extra magic damage, for example +1d6 Fire | |### MagicDmg is for for extra magic damage, for example +1d6 Fire | ||
|Weapon1MagicDmg = | |Weapon1MagicDmg = | ||
|### Notes is for additional remarks or weapon properties. | |### Notes is for additional remarks or weapon properties. | ||
|Weapon1Notes = | |Weapon1Notes = | ||
|### Dart ### | |### Dart ### | ||
|Weapon2 = | |Weapon2 = Unarmed Agile Strike | ||
|Weapon2Ability = Dex | |Weapon2Ability = Dex | ||
|Weapon2AttackOrDC = Attack | |Weapon2AttackOrDC = Attack | ||
|Weapon2Dmg = | |Weapon2Dmg = 1d6 | ||
|### Put to 1 to add ability dmg, 0 to not (offhand/spells sometimes don't add it) | |### Put to 1 to add ability dmg, 0 to not (offhand/spells sometimes don't add it) | ||
|Weapon2DmgAddAbility = 1 | |Weapon2DmgAddAbility = 1 | ||
|Weapon2DmgType = | |Weapon2DmgType = Bludg. | ||
|### MagicItemBonus is for +1/+2/+3 weapons (put in 0/1/2/3) | |### MagicItemBonus is for +1/+2/+3 weapons (put in 0/1/2/3) | ||
|Weapon2MagicItemBonus = 0 | |Weapon2MagicItemBonus = 0 | ||
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|Weapon2MagicDmg = | |Weapon2MagicDmg = | ||
|### Notes is for additional remarks or weapon properties. | |### Notes is for additional remarks or weapon properties. | ||
|Weapon2Notes = | |Weapon2Notes = | ||
|### Cantrip: Vicious Mockery ### | |### Cantrip: Vicious Mockery ### | ||
|Weapon3 = Vicious Mockery | |Weapon3 = Vicious Mockery | ||
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|Armor Training::Light armor | |Armor Training::Light armor | ||
|Weapons::Simple weapon | |Weapons::Simple weapon | ||
|Tools:: <!-- class: bard --> lute, castanets, tambourine, <!-- background entertainer --> TBD | |Tools:: <!-- class: bard --> lute, castanets, tambourine, <!-- background entertainer --> TBD +3 | ||
}} | }} | ||
| | | | ||
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{{#af_list: Left::CURSES | {{#af_list: Left::CURSES | ||
| Can't open a door without knocking first | | Can't open a door without knocking first | ||
}} | |||
| | |||
{{#af_list: Left::APPEARANCE | |||
|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 performances are ''very'' colourful and bright. (Think flamenco dresses.) | |||
}} | |||
| | |||
{{#af_list: Left::FEATS | |||
|Musician::You gain the following benefits. | |||
* '''Instrument Training:''' You gain proficiency with three Musical Instruments of your choice. | |||
* '''Encouraging Song:''' As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus [Cha, +4]. | |||
|Ability Score Improvement::@level 4, +1 Dex & +1 Cha | |||
}} | }} | ||
| | | | ||
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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. | |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. | ||
* '''Using Bardic lnspiration.''' As a Bonus Action, you can inspire another creature within 6O feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D2O Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d2O, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. | * '''Using Bardic lnspiration.''' As a Bonus Action, you can inspire another creature within 6O feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D2O Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d2O, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. | ||
* '''Number of Uses.''' You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier [+ | * '''Number of Uses.''' You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier [+4] (minimum of once), and you regain all expended uses when you finish a Long Rest. | ||
* '''At Higher Levels.''' | * '''At Higher Levels.''' The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15. | ||
|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. | |||
* '''Dance Virtuoso.''' You have Advantage on any Charisma (Performance) check you make that involves you dancing. | |||
* '''Unarmored Defense.''' Base AC = 10 + Dex mod + Cha mod | |||
* '''Agile Strikes.''' When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction. | |||
* '''Bardic Damage.''' Can use Dexterity instead of Strength for the attack rolls of Unarmed Strikes. If deal damage with an Unarmed Strike, can deal Bludgeoning damage equal to roll of your Bardic Inspiration die + Dex mod, instead of the strike's normal damage. This doesn't expend the die. | |||
}} | }} | ||
| | | | ||
{{#af_list: Right::SPECIES TRAITS | {{#af_list: Right::SPECIES TRAITS | ||
|Darkvision::You have Darkvision with a range of 60 feet. | |Darkvision::You have Darkvision with a range of 60 feet. | ||
|Elven Lineage::You | |Elven Lineage::You are part of a lineage that | ||
grants you supernatural abilities which are represented by additional spells. You always have these spells prepared. You can cast them once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level. (Spellcasting ability: Cha) | |||
* Lvl 1: ''Prestidigitation'' | * Lvl 1: ''Prestidigitation'' | ||
* Lvl 3: ''Detect Magic'' | * Lvl 3: ''Detect Magic'' | ||
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|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. | |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. | ||
}} | }} | ||
| | | | ||
{{#af_list: Right::EQUIPMENT | {{#af_list: Right::EQUIPMENT | ||
| | |* 2 Daggers & 1 Magic Dagger +1 | ||
* 2 Daggers | * Tiara of Proof against Detection & Location | ||
* | * Lute, tambourine, castanets | ||
* | * Bagpipes (loot from Agdon's gang, session 8) | ||
* | |||
* Entertainer's Pack: | * Entertainer's Pack: | ||
** Backpack | ** Backpack, bedroll | ||
** Bell | ** Bell | ||
** Bullseye Lantern | ** Bullseye Lantern | ||
Line 195: | Line 209: | ||
** Tinderbox | ** Tinderbox | ||
** Waterskin; | ** Waterskin; | ||
* 2 | * 2 more costumes | ||
* Traveler's Clothes | * Traveler's Clothes | ||
* | * Perfume, earrings with Sune's symbol | ||
* A metal can that has no opening but sounds as if it is filled with sand (trinket) | * A metal can that has no opening but sounds as if it is filled with sand (trinket) | ||
|Coins: | * Weed | ||
* Pouch with scatterleaf tea (session 1 or 2, Carnival) | |||
* Pouch with glitter, probably shrinking Powder (session 3, Carnival) | |||
* Balloon dragon, award for performance (session 3, Carnival) | |||
* Singing lesson from Palasha (session 4, Carnival) | |||
* Puppet show doll (vaguely magical) (session 5, Carnival) | |||
* Iron key from Treant (session 7, Telemy Hill) | |||
|Coins: 25 GP / 2 SP | |||
}} | }} | ||
}} | }} | ||
|######################################################################################## | |||
|#### PAGE 2 (of char sheet) #### | |#### PAGE 2 (of char sheet) #### | ||
|#### Put to 1 to show this page | |#### Put to 1 to show this page | ||
|showPage2=1 | |showPage2=1 | ||
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|SpellcastingAbility = Cha | |SpellcastingAbility = Cha | ||
|#### Spell slots per level in order: (1|2|3|4|5|6|7|8|9) #### | |#### Spell slots per level in order: (1|2|3|4|5|6|7|8|9) #### | ||
|SpellSlots={{#af_list: | |SpellSlots={{#af_list:4|3|0|0|0|0|0|0|0}} | ||
|#### SPELLS/SECTIONS #### | |#### SPELLS/SECTIONS #### | ||
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}} | }} | ||
| | | | ||
{{#af_list: | {{#af_list:Left::Friends | ||
|0 | |||
|Enchantment Cantrip | |||
|Action | |||
|10 feet | |||
|S, M (some makeup) | |||
|Concentration, up to 1 minute | |||
|You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. | |||
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you. | |||
}} | |||
| | |||
{{#af_list:Middle::Prestidigitation | |||
|0 | |0 | ||
|Transmutation Cantrip | |Transmutation Cantrip (Elven Lineage) | ||
|Action | |Action | ||
|10 feet | |10 feet | ||
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* '''Minor Sensation.''' You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. | * '''Minor Sensation.''' You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. | ||
* '''Magic Mark.''' You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. | * '''Magic Mark.''' You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. | ||
* '''Minor Creation.''' You create a | * '''Minor Creation.''' You create a non-magical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. | ||
'''Elven Lineage:''' Whenever you finish a Long Rest, you can replace this cantrip with a different cantrip from the Wizard spell list. | |||
}} | }} | ||
| | | | ||
{{#af_list: | {{#af_list:Middle::Vicious Mockery | ||
|0 | |0 | ||
|Enchantment Cantrip | |Enchantment Cantrip | ||
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|Instantaneous | |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. | |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). | '''''Cantrip Upgrade.''''' The damage increases by 1d6 when you reach level 5 (2d6), level 11 (3d6), and level 17 (4d6). | ||
}} | }} | ||
| | | | ||
{{#af_list: | {{#af_list:Right::Charm Person | ||
|1 | |||
|Enchantment | |||
|Action | |||
|30 feet | |||
|V, S | |||
|1 hour | |||
|One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. '''Using a Higher-Level Spell Slot:''' target 1 additional creature / spell slot level above 1. | |||
}} | |||
| | | | ||
{{#af_list: | {{#af_list:Right::Color Spray | ||
|1 | |1 | ||
|Illusion | |Illusion | ||
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}} | }} | ||
| | | | ||
{{#af_list: | {{#af_list:Right::Command | ||
|1 | |1 | ||
|Enchantment | |Enchantment | ||
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|V | |V | ||
|Instantaneous | |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: | ||
* '''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. | |||
* '''Drop.''' The target drops whatever it is holding and then ends its turn. | |||
* '''Flee.''' The target spends its turn moving away from you by the fastest available means. | |||
* '''Grovel.''' The target has the Prone condition and then ends its turn. | |||
* '''Halt.''' On its turn, the target doesn't move and takes no action or Bonus Action. | |||
'''Using a Higher-Level Spell Slot:''' +1 creature / each spell slot level above 1. | |||
}} | |||
| | |||
{{#af_list:Right::Detect Magic | |||
|1 | |||
|Illusion (Elven Lineage) | |||
|Action or Ritual | |||
|Self | |||
|V, S | |||
|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. | |||
}} | }} | ||
| | | | ||
{{#af_list: | {{#af_list:Right::Dissonant Whispers | ||
|1 | |1 | ||
| | |Enchantment | ||
| | |Action | ||
|60 feet | |60 feet | ||
|V | |V | ||
|Instantaneous | |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. | ||
}} | }} | ||
| | }} | ||
|######################################################################################## | |||
|#### PAGE 3 (of char sheet) #### | |||
|showPage3=1 | |||
|#### Again a generic section in case you need more room! #### | |||
|GenericSectionsPage3 = | |||
{{#af_list: | |||
{{#af_list:Right::Deity | {{#af_list:Right::Deity | ||
|'''Sune''' | |'''Sune''' (/ˈsuːni/, SOO-nee) | ||
|''Lady Firehair, the Lady of Love, the Princess of Passion'' | |''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 | |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. | ||
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. | |||
}} | }} | ||
| | | | ||
{{#af_list:Right::Subrace | {{#af_list:Right::Subrace | ||
|'''Moon Elf''' | |'''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. | |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.<br>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. | ||
}} | |||
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. | | | ||
{{#af_list:Left::Detect Thoughts | |||
|2 | |||
|Divination | |||
|Action | |||
|Self | |||
|V,S,M (a copper piece) | |||
|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.<br> | |||
'''Read Thoughts.''' Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.<br> | |||
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success. | |||
}} | }} | ||
| | |||
{{#af_list:Left::Invisibility | |||
|2 | |||
|Illusion | |||
|Action | |||
|Touch | |||
|V,S,M (an eyelash in gum arabic) | |||
|Concentration, up to 1 hour | |||
|A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. | |||
'''Using a Higher-Level Spell Slot:''' one additional creature / spell slot level above 2. | |||
}} | }} | ||
| | |||
| | {{#af_list:Middle::Suggestion | ||
| | |2 | ||
| | |Enchantment | ||
|Action | |||
|30 feet | |||
|V, M (a drop of honey) | |||
|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. | |||
}} | |||
}} | }} | ||
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|BackgroundStory= | |BackgroundStory= | ||
Maeve ... | Maeve ... | ||
After losing her sense of direction at the Witchlight Carnival, ... | |||
Role-playing experience: sessions 2, 3, 11 | |||
<gallery> | |||
Flamenco-dancer-01.jpg | |||
Flamenco-dancer-02.jpg | |||
Flamenco-dancer-03.jpg | |||
Flamenco-dancer-04.jpg | |||
</gallery> | |||
}} | }} |
Latest revision as of 18:27, 25 March 2025
CHARACTER | |||
---|---|---|---|
Name | Maeve | ||
Player | Jake | ||
Background | Entertainer | ||
Species | Moon Elf | ||
Class | Bard | ||
Subclass | College of Dance | ||
Alignment | Chaotic Good |
LEVEL |
---|
4
|
XP: .... |
LOST |
---|
Sense of Direction |
PROFICIENCY BONUS |
---|
+2 |
STRENGTH | |||
---|---|---|---|
-1
8
| |||
-1 | Saving Throw | ||
0 | Athletics |
DEXTERITY | |||
---|---|---|---|
+3
16
| |||
+5 | Saving Throw | ||
+5 | Acrobatics | ||
+4 | Sleight of Hand | ||
+4 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
---|
✧ |
INTELLIGENCE | |||
---|---|---|---|
+1
13
| |||
+1 | Saving Throw | ||
+3 | Arcana | ||
+2 | History | ||
+2 | Investigation | ||
+2 | Nature | ||
+3 | Religion |
WISDOM | |||
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0
10
| |||
0 | Saving Throw | ||
+1 | Animal Handl. | ||
E | +4 | Insight | |
+1 | Medicine | ||
+1 | Perception | ||
+1 | Survival |
CHARISMA | |||
---|---|---|---|
+4
18
| |||
+6 | Saving Throw | ||
+5 | Deception | ||
+5 | Intimidation | ||
E | +8 | Performance | |
+5 | 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 performances are very colourful and bright. (Think flamenco dresses.) |
FEATS |
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Musician You gain the following benefits.
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Ability Score Improvement @level 4, +1 Dex & +1 Cha |
ARMOR CLASS | |||
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17 Shield:
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DEATH SAVES | |||
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Successes | |||
Failures |
INITIATIVE | |||
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+3 |
PASSIVE P. | |||
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11 |
HIT POINTS | |
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Max | 26 |
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 | +6 | 1d4+4 Pierc. |
Unarmed Agile Strike | +5 | 1d6+3 Bludg. |
Vicious Mockery | DC: 14 | 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.
|
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 are part of a lineage that
grants you supernatural abilities which are represented by additional spells. You always have these spells prepared. You can cast them once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level. (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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+4 |
SPELL SAVE DC | |||
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14 |
SPELL ATTACK BONUS | |||
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+6 |
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. |
Friends |
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Level 0 Enchantment Cantrip Cast Time: Action
Range: 10 feet Components: S, M (some makeup)
Duration: Concentration, up to 1 minute |
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you. |
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.
Elven Lineage: Whenever you finish a Long Rest, you can replace this cantrip with a different cantrip from the Wizard spell list. |
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). |
Charm Person |
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Level 1 Enchantment Cast Time: Action
Range: 30 feet Components: V, S
Duration: 1 hour |
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot: target 1 additional creature / 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. |
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. |
Detect Magic |
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Level 1 Illusion (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. |
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. |
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. |
Invisibility |
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Level 2 Illusion Cast Time: Action
Range: Touch Components: V,S,M (an eyelash in gum arabic)
Duration: Concentration, up to 1 hour |
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot: one additional creature / spell slot level above 2. |
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. |
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. |