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Iolanthe “Io” Xanthe
(EYE-yoh-LAN-thee “EYE-yoh” ZAN-thee)

Iolanthe XantheMedium Humanoid (half-elf), Neutral good
Armor Class 13 (leather armor)
Hit Points 9 (1d8 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 17 (+3)

Saving Throws Dex +4, Cha +3
Skills Acrobatics +4, Arcana +4, History +4, Insight +3, Performance +5, Persuasion +5, Stealth +4
Other Proficiencies Disguise Kit, Guitar (Yarting), Hand Crossbows, Her Own Voice, Longswords, Lute, Rapiers, Shortswords, Simple Weapons, Violin
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Elvish
Proficiency Bonus +2


   Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

   Skill Versatility. You gain proficiency in two skills of your choice.


   Feature: By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


   Level 1: Bardic Inspiration (3/3 per long rest). You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


   Level 1: Spellcasting. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

   Cantrips. You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

   Spell Slots. The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

   Spells Known of 1st Level and Higher. You know four 1st-level spells of your choice from the bard spell list.

   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

   Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 13 = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = +5 = your proficiency bonus + your Charisma modifier

   Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.

   Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.

  • Cantrips (at will): dancing lights, eldritch blast, minor illusion, prestidigitation
  • 1st level (2 slots): comprehend languages, healing word, heroism, protection from evil and good (1/long rest), sleep

Actions

   Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
      Hit: 5 (1d8 + 2) piercing damage.

   Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
      Hit: 4 (1d4 + 2) piercing damage.


Feats

   Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list (Eldritch Blast, Prestidigitation).

   In addition, choose one 1st-level spell to learn from that same list (Protection from Evil and Good). Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

   Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Edited by Kamishiro_Rin (see edit history)
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Lady Michelle uth Ligett
(Mih-SHELL ooth Lih-GHET)

Michelle uth LigettMedium Humanoid (variant human), Lawful good
Armor Class 13 (leather armor)
Hit Points 9 (1d8 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (−1) 16 (+3) 8 (−1) 16 (+3) 12 (+1)

Saving Throws Wis +5, Cha +3
Skills Animal Handling +5 (v. human), Athletics +4 (skill expert), History +1 (noble), Insight +5 (cleric), Perception +5 (skilled), Persuasion +5 (noble—expertise), Religion +1 (cleric)
Other Proficiencies light armor, medium armor, heavy armor, shields, simple weapons, herbalism kit (skilled), poisoner’s kit (skilled), alchemist’s supplies (noble)
Senses passive Perception 15, passive Insight 15, passive Investigation 9

Languages Common, Dwarvish, Elvish
Proficiency Bonus +2


Michelle uth Ligett   Skills. You gain proficiency in one skill of your choice (Animal Handling).

   Feat. You gain one feat of your choice (Skill Expert).


   Feature: Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.


   Level 1: Spellcasting. As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

   Cantrips. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

   Preparing and Casting Spells. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

   Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

   Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

   Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.


   Level 1: Divine Domain. Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

   Domain Spells. Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

   If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

   Life Domain. The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

   At each indicated cleric level, you add the listed spells to your spells prepared.

Life Domain Spells

Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

    Bonus Proficiency. When you choose this domain at 1st level, you gain proficiency with heavy armor.

   Disciple of Life. Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.


Actions

   Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
      Hit: 5 (1d6 + 2) bludgeoning damage.

   Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
      Hit: 4 (1d4 + 2) piercing damage.

   Toll the Dead. Necromancy cantrip. Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous. You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

   The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Feats

   Skill Expert. You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice (Wisdom) by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice (Athletics).
  • Choose one skill in which you have proficiency (Persuasion). You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

   Skilled. You gain proficiency in any combination of three skills or tools of your choice (Perception, Herbalism Kit, Poisoner’s Kit).


Backstory

   In a parallel universe, Michael Folketh was banished with his daughter from the Folketh Barony near Kalaman by a group of corrupt officials that conspired against them in cahoots with their unfaithful wife/mother. They moved east, where eventually Takhisis’s forces invaded and drafted them into their armies.

   In this universe, however, the pair moved west, into the grassy heartland of Hinterlund, to a castlet town called Ligett. There, Michael married the lone noble of the castle, Harmony uth Ligett. Michael and Michelle—both having essentially lost their lands and effectively lost their titles back in Kalaman, took the Ligett name.

   Michelle’s father took an interest in her training and raised her up to be a knight, warning her that one day, she might have to lead troops into battle—a responsibility she will bear when she succeeds him and her step mother as Baroness Ligett.

   Her step mother is kind to Michelle and they get on well. Whilst her father trained her in the arts of war, her step mother forbade her from wasting time on those silly card or dice games the soldiers played and instead taught her a wide variety of practical skills and how to use various tools. As it turns out, her mother was quite the potioneer—an alchemist, poisoner, and herbalist—and she insisted that Michelle learn the same!

   One day, an adventurer by the name of Ispin Greenshield came to town chasing rumors of a goblin raiding party—said he’d like a shot at the cash reward being offered to get rid of them. Of course, Lord Michael and to a lesser extent, Lady Michelle knew of the man. He lived not far from Kalaman in a village called Vogler. His exploits were well known in the region along with his party—a knight of Solamnia named Becklin and a dwarf woman named Cudgel?—If memory served her correctly.

   Anyway, her father thought it would be a good test of her training and sent her out to accompany the old adventurer (and also to ensure that he really did finish the job!). She and Ispin—okay, Ispin mostly—did a good exterminating the goblin raiders. But Ispin got badly torn up in the fight. Something seemed to possess her and a pure, beautiful blue light emanated from her hands as she touched him. He claimed it was miracle of Mishakal.

   In an effort to understand her new gift—was it even?—She traveled to the Isle of Sancrist, where the holy site of Mishakal is located. There, she got not much in the way of instruction other than a couple of holy books to read. On her way back to Ligett, she she stopped in Palanthas and visited the great library there. Again, she read some ancient holy texts and catechisms. The old religions really were effectively dead?

   When she finally got back to Ligett, it was to a letter from Dame Becklin uth Viharin informing her that Ispin had died and she was invited to his funeral. At 75 miles away as the crow flies, the journey was going to take a while. If that wasn’t bad enough, it was breeding season for the horses—her father forbade her from taking one. With her armor, weapons, and training, she headed out to make the 3-day trek to Vogler.

Edited by Kamishiro_Rin (see edit history)
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