Maeve: Difference between revisions

From The Wild Beyond the Witchlight
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|GenericSectionsPage2 =  
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{{#af_list:
{{#af_list:
  {{#af_list:Left::Chill Touch
  {{#af_list:Left::Prestidigitation
  |0
  |0
  |Necromancy Cantrip
  |Transmutation Cantrip
  |Action
  |Action
  |Touch
  |10 feet
  |V, S
  |V, S
  |Instantaneous
  |Up to 1 hour
  |Channeling  the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
  |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.
* '''Sensory Effect.''' You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* '''Fire Play'''. You instantaneously light or snuff out a candle, a torch, or a small campfire.
* '''Clean or Soil.''' You instantaneously clean or soil an object no larger than 1 cubic foot.
* '''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.
* '''Minor Creation.''' You create a nonmagical 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.
  }}
  }}
|
|
  {{#af_list:Left::Charm Person
  {{#af_list:Middle::Charm Person
  |1
  |1
  |enchantment
  |Enchantment
  |Action
  |Action
  |30 feet
  |30 feet
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  |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.
  |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.
  }}
  }}
  {{#af_list: Left::Color Spray
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  {{#af_list:Middle::Color Spray
  |1
  |1
  |Illusion
  |Illusion
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  }}
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  {{#af_list: Left::Dissonant Whispers
  {{#af_list:Middle::Dissonant Whispers
  |1
  |1
  |Enchantment
  |Enchantment
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  }}
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  {{#af_list: Left::Healing Word
  {{#af_list:Middle::Healing Word
  |1
  |1
  |Abjuration
  |Abjuration

Revision as of 17:51, 17 November 2024

CHARACTER
Name Maeve
Player Jake
Background Entertainer
Species Moon Elf
Class Bard
Subclass College of Dance
Alignment Chaotic Good
LEVEL
1
XP: ....
LOST
Sense of Direction
PROFICIENCY BONUS
+2
STRENGTH
-1
8
-1 Saving Throw
-1 Athletics
DEXTERITY
+2
15
+4 Saving Throw
+4 Acrobatics
+2 Sleight of Hand
+2 Stealth
CONSTITUTION
+1
12
+1 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
+1
13
+1 Saving Throw
+1 Arcana
+1 History
+1 Investigation
+1 Nature
+1 Religion
WISDOM
0
10
0 Saving Throw
0 Animal Handl.
+2 Insight
0 Medicine
0 Perception
0 Survival
CHARISMA
+3
17
+5 Saving Throw
+3 Deception
+3 Intimidation
+5 Performance
+3 Persuasion
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training Light armor
Weapons Simple weapon
Tools lute, castanets, tambourine, TBD
LANGUAGES
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.)
ARMOR CLASS
13
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
+2
SIZE
Medium
HIT POINTS
Max 9
Current
Temp
HIT DICE
Max 1d8 Spent
SPEED
30
PASSIVE PERCEPTION
10
WEAPONS/CANTRIPS ATT/DC DMG/TYPE
Example Weapon +1 1d1+-1 Pierc.
Example DC Cantrip DC: 11 1d1 Fire


CLASS FEATURES
Spellcasting
  • Spell Slots. You regain all expended slots when you finish a Long Rest.
  • Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
  • Spellcasting Ability. Charisma is your spellcasting ability for your Ranger spells.
  • Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
APPEARANCE
SPECIES TRAITS
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)
  • Lvl 1: Prestidigitation
  • Lvl 3: Detect Magic
  • Lvl 5: Misty Step

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, Perception or Survival skill.
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.
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.
EQUIPMENT
  • Leather Armor
  • 2 Daggers
  • Lute
  • Tambourine
  • Castanets
  • Entertainer's Pack:
    • Backpack
    • Bedroll
    • Bell
    • Bullseye Lantern
    • 3 Costumes
    • Mirror
    • 8 flasks of Oil
    • 10 days of Rations,
    • Tinderbox
    • Waterskin;
  • 2 Costumes
  • Perfume
  • Traveler's Clothes
  • Earrings with Sune's symbol
  • A metal can that has no opening but sounds as if it is filled with sand (trinket)
Coins: 28 GP
SPELLCAST. ABILITY
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:
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.
  • Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
  • 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.
  • Minor Creation. You create a nonmagical 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.
Charm Person
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. Using a Higher-Level Spell Slot: healing +2d4 / each spell slot level above 1.
Deity
Sune
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
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.

Background

Maeve ...

After losing her sense of direction at the Witchlight Carnival, ...