Maeve: Difference between revisions
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|Enchantment Cantrip | |Enchantment Cantrip |
Revision as of 22:22, 18 November 2024
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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1
|
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 | ||
-1 | Athletics |
DEXTERITY | |||
---|---|---|---|
+2
15
| |||
+4 | Saving Throw | ||
+4 | Acrobatics | ||
+2 | Sleight of Hand | ||
+2 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
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✧ |
INTELLIGENCE | |||
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+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 |
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Armor Training Light armor |
Weapons Simple weapon |
Tools lute, castanets, tambourine, TBD |
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.) |
ARMOR CLASS | |||
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13 Shield:
|
DEATH SAVES | |||
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Successes | |||
Failures |
INITIATIVE | |||
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+2 |
SIZE | |||
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Medium |
HIT POINTS | |
---|---|
Max | 9 |
Current | |
Temp |
HIT DICE | |||
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Max | 1d8 | Spent |
SPEED | |||
---|---|---|---|
30 |
PASSIVE PERCEPTION | |||
---|---|---|---|
10 |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Dagger | +4 | 1d4+2 Pierc. |
Finesse, Light, Thrown (Range 20/60) | ||
Dart | +4 | 1d4+2 Pierc. |
Finesse, Thrown (Range 20/60) | ||
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
|
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.
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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. |
FEATS |
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Musician You gain the following benefits.
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EQUIPMENT |
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|
Coins: 28 GP |
SPELLCAST. ABILITY | |||
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Cha |
SPELLCAST. MODIFIER | |||
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+3 |
SPELL SAVE DC | |||
---|---|---|---|
13 |
SPELL ATTACK BONUS | |||
---|---|---|---|
+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. |
Prestidigitation |
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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 |
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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 / 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. 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 |
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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. |
Deity |
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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 |
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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. |
Background
Maeve ...
After losing her sense of direction at the Witchlight Carnival, ...