Maeve: Difference between revisions

From The Wild Beyond the Witchlight
No edit summary
No edit summary
Line 183: Line 183:
  |* Leather Armor
  |* Leather Armor
* 2 Daggers
* 2 Daggers
* Lute
* Lute, tambourine, castanets
* Tambourine
* Castanets
* Entertainer's Pack:
* Entertainer's Pack:
** Backpack
** Backpack, bedroll
** Bedroll
** Bell
** Bell
** Bullseye Lantern
** Bullseye Lantern
Line 197: Line 194:
** Tinderbox
** Tinderbox
** Waterskin;
** Waterskin;
* 2 Costumes
* 2 more costumes
* Perfume
* Traveler's Clothes
* Traveler's Clothes
* Earrings with Sune's symbol
* 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: 28 GP
* 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)
  |Coins: 25 GP / 2 SP
  }}
  }}
|
|

Revision as of 21:44, 12 December 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
+3 Arcana
+1 History
+1 Investigation
+1 Nature
+3 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
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
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.
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.
  • 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. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
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 [Cha, +3].
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 more costumes
  • 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)
  • 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)
Coins: 25 GP / 2 SP
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:
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.
  • 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.
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
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.
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, ...