Maeve: Difference between revisions
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(Level 3 without spells) |
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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 = 3 | ||
|#### 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 = 20 | ||
|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 + 2 + 3 | ||
|ArmorClass = | |ArmorClass = 15 | ||
|UsesShield = 0 | |UsesShield = 0 | ||
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|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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{{#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 her 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, +3]. | |||
}} | }} | ||
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* '''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 [+3] (minimum of once), and you regain all expended uses when you finish a Long Rest. | * '''Number of Uses.''' You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier [+3] (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. | |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. | |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.''' You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die. | ||
* ''' | |||
}} | }} | ||
| | | | ||
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|Coins: 25 GP / 2 SP | |Coins: 25 GP / 2 SP | ||
}} | }} | ||
}} | }} | ||
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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|2|0|0|0|0|0|0|0}} | ||
|#### SPELLS/SECTIONS #### | |#### SPELLS/SECTIONS #### |
Latest revision as of 17:56, 29 January 2025
CHARACTER | |||
---|---|---|---|
Name | Maeve | ||
Player | Jake | ||
Background | Entertainer | ||
Species | Moon Elf | ||
Class | Bard | ||
Subclass | College of Dance | ||
Alignment | Chaotic Good |
LEVEL |
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3
|
XP: .... |
LOST |
---|
Sense of Direction |
PROFICIENCY BONUS |
---|
+2 |
STRENGTH | |||
---|---|---|---|
-1
8
| |||
-1 | Saving Throw | ||
0 | Athletics |
DEXTERITY | |||
---|---|---|---|
+2
15
| |||
+4 | Saving Throw | ||
+4 | Acrobatics | ||
+3 | Sleight of Hand | ||
+3 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
---|
✧ |
INTELLIGENCE | |||
---|---|---|---|
+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 |
---|
Armor Training Light armor |
Weapons Simple weapon |
Tools lute, castanets, tambourine, TBD +3 |
LANGUAGES |
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Common, Elvish |
CURSES |
---|
Can't open a door without knocking first |
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 her performances are very colourful and bright. (Think flamenco dresses.) |
FEATS |
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Musician You gain the following benefits.
|
ARMOR CLASS | |||
---|---|---|---|
15 Shield:
|
DEATH SAVES | |||
---|---|---|---|
Successes | |||
Failures |
INITIATIVE | |||
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+2 |
PASSIVE P. | |||
---|---|---|---|
11 |
HIT POINTS | |
---|---|
Max | 20 |
Current | |
Temp |
HIT DICE | |||
---|---|---|---|
d8: |
SPEED | |||
---|---|---|---|
30 |
SIZE | |||
---|---|---|---|
Medium |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
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 |
---|
Spellcasting
|
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.
|
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 | |||
---|---|---|---|
+3 |
SPELL SAVE DC | |||
---|---|---|---|
13 |
SPELL ATTACK BONUS | |||
---|---|---|---|
+5 |
SPELL SLOTS | |||||
---|---|---|---|---|---|
Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
Dancing Lights |
---|
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. |
Prestidigitation |
---|
Level 0 Transmutation Cantrip 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.
|
Vicious Mockery |
---|
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 / each spell slot level above 1. |
Color Spray |
---|
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 |
---|
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. The target makes a Wisdom saving throw. On a failed save, it 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. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot: damage +1d6 / each spell slot level above 1. |
Healing Word |
---|
Level 1 Abjuration Cast Time: Bonus Action
Range: 60 feet Components: V
Duration: Instantaneous |
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier [Cha, +3]. Using a Higher-Level Spell Slot: healing +2d4 / each spell slot level above 1. |
Unseen Servant |
---|
Level 1 Conjuration (ritual) Cast Time: Action or Ritual
Range: 60 feet Components: V, S, M (a bit of string and of wood)
Duration: 1 hour |
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. |
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. |