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Chylopan

Chylopan

 

Karina
"Hedonism Personified"

Entertainer, Consort, Gypsy

 

b8a572caaf15d1644e26030f5025e1b3.jpg.2b6752c4924e900a7b367949be647629.jpg

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 16 (+3) 
Save +5
Acrobatics (+4), Sleight of Hand (+4), Stealth (+5)


Constitution 13 (+1)
Save +1
 


Intelligence 10 (+0)
Save +0
Arcana (+1), History (+1), Investigation (+1), Nature (+1)


Wisdom 10 (+0)
Save +0
Animal Handling (+1), Insight (+1), Medicine (+1), Perception (+1), Survival (+1)


Charisma 17 (+3) 
Save +5
Deception (+5), Intimidation (+4), Performance (+7), (Persuasion +7)

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals, Harp, Lute
  • Weapons Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
  • Armors Light

Bard CLASS ABILITIES

Bardic Inspiration d6 PHB, pg. 53

As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome

Song of Rest +1d6 HPPHB, pg. 54

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
 

Mantle of Inspiration 5 temp hp XGtE, pg. 14

As a bonus action, spend one use of Bardic Inspiration to grant 5 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

 

Enthralling Performance XGtE, pg. 14

Once per short rest, you can choose 3 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 13) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Rapier +5 to hit for (1d6+3) piercing, magic.
  • Dagger +5 to hit for (1d4+3) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Mage Hand, Viscous Mockery


FIRST LEVEL

Dissonant Whispers, Hex, Sleep, Unseen Servant


SECOND LEVEL

Dissonant Whispers, Hold Person, Invisibility, Misty Step, Phantasmal Force, Sleep


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (13 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 0 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"Hedonism Personified"

Entertainer, Consort, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 16 (+3) 
Save +5
Acrobatics (+4), Sleight of Hand (+4), Stealth (+5)


Constitution 13 (+1)
Save +1
 


Intelligence 10 (+0)
Save +0
Arcana (+1), History (+1), Investigation (+1), Nature (+1)


Wisdom 10 (+0)
Save +0
Animal Handling (+1), Insight (+1), Medicine (+1), Perception (+1), Survival (+1)


Charisma 17 (+3) 
Save +5
Deception (+5), Intimidation (+4), Performance (+7), (Persuasion +7)

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals, Harp, Lute
  • Weapons Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
  • Armors Light

Bard CLASS ABILITIES

Bardic Inspiration d6 PHB, pg. 53

As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome

Song of Rest +1d6 HPPHB, pg. 54

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
 

Mantle of Inspiration 5 temp hp XGtE, pg. 14

As a bonus action, spend one use of Bardic Inspiration to grant 5 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

 

Enthralling Performance XGtE, pg. 14

Once per short rest, you can choose 3 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 13) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Rapier +5 to hit for (1d6+3) piercing, magic.
  • Dagger +5 to hit for (1d4+3) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Mage Hand, Viscous Mockery


FIRST LEVEL

Dissonant Whispers, Hex, Sleep, Unseen Servant


SECOND LEVEL

Dissonant Whispers, Hold Person, Invisibility, Misty Step, Phantasmal Force, Sleep


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (13 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 0 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"Hedonism Personified"

Entertainer, Consort, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 15 (+2) 
Save +2
Acrobatics (+4)


Constitution 13 (+1)
Save +1
 


Intelligence 12 (+1)
Save +3
Nature (+3)


Wisdom 17 (+3)
Save +5
Animal Handling (+3), Medicine (+3), Perception (+5), Survival (+5)


Charisma 10 (+0) 
Save +0

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals
  • Weapons Simple
  • Armors Light, Medium, Shields

CLERIC CLASS ABILITIES

Wild Shape PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)

Summon Wildfire Spirit TCoE, pg. 40

As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take 2d6 fire damage.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Scimitar +4 to hit for (1d6+2) slashing, magic.
  • Scimitar  +3 to hit for (1d6+2) slashing damage.
  • Dagger +4 to hit for (1d4+2) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Control Flames, Guidance


FIRST LEVEL

Burning Hands, Cure Wounds, Faerie Fire, Hex


SECOND LEVEL

Burning Hands, Cure Wounds, Dust Devil, Flaming Sphere, Healing Spirit, Heat Metal, Misty Step, Scorching Ray, Pass Without A Trace, Wither and Bloom


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (22.1 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"She-Who-Is-Wildfire"

Priestess, Seer, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 15 (+2) 
Save +2
Acrobatics (+4)


Constitution 13 (+1)
Save +1
 


Intelligence 12 (+1)
Save +3
Nature (+3)


Wisdom 17 (+3)
Save +5
Animal Handling (+3), Medicine (+3), Perception (+5), Survival (+5)


Charisma 10 (+0) 
Save +0

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals
  • Weapons Simple
  • Armors Light, Medium, Shields

CLERIC CLASS ABILITIES

Wild Shape PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)

Summon Wildfire Spirit TCoE, pg. 40

As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take 2d6 fire damage.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Scimitar +4 to hit for (1d6+2) slashing, magic.
  • Scimitar  +3 to hit for (1d6+2) slashing damage.
  • Dagger +4 to hit for (1d4+2) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Control Flames, Guidance


FIRST LEVEL

Burning Hands, Cure Wounds, Faerie Fire, Hex


SECOND LEVEL

Burning Hands, Cure Wounds, Dust Devil, Flaming Sphere, Healing Spirit, Heat Metal, Misty Step, Scorching Ray, Pass Without A Trace, Wither and Bloom


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (22.1 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"She-Who-Is-Wildfire"

Priestess, Seer, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 15 (+2) 
Save +2
Acrobatics (+4)


Constitution 13 (+1)
Save +1
 


Intelligence 12 (+1)
Save +3
Nature (+3)


Wisdom 17 (+3)
Save +5
Animal Handling (+3), Medicine (+3), Perception (+5), Survival (+5)


Charisma 10 (+0) 
Save +0

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals
  • Weapons Simple
  • Armors Light, Medium, Shields

CLERIC CLASS ABILITIES

Wild Shape PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)

Summon Wildfire Spirit TCoE, pg. 40

As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take 2d6 fire damage.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Scimitar +4 to hit for (1d6+2) slashing, magic.
  • Scimitar  +3 to hit for (1d6+2) slashing damage.
  • Dagger +4 to hit for (1d4+2) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Control Flames, Guidance


FIRST LEVEL

Burning Hands, Cure Wounds, Faerie Fire, Hex


SECOND LEVEL

Burning Hands, Cure Wounds, Dust Devil, Flaming Sphere, Healing Spirit, Heat Metal, Misty Step, Scorching Ray, Pass Without A Trace, Wither and Bloom


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (22.1 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"She-Who-Is-Wildfire"

Priestess, Seer, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 15 (+2) 
Save +2
Acrobatics (+4)


Constitution 13 (+1)
Save +1
 


Intelligence 12 (+1)
Save +3
Nature (+3)


Wisdom 17 (+3)
Save +5
Animal Handling (+3), Medicine (+3), Perception (+5), Survival (+5)


Charisma 10 (+0) 
Save +0

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals
  • Weapons Simple
  • Armors Light, Medium, Shields

CLERIC CLASS ABILITIES

Wild Shape PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)

Summon Wildfire Spirit TCoE, pg. 40

As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take 2d6 fire damage.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Scimitar +4 to hit for (1d6+2) slashing, magic.
  • Scimitar  +3 to hit for (1d6+2) slashing damage.
  • Dagger +4 to hit for (1d4+2) piercing damage.

 

SPELLS

SPELL SLOTS 2 cantrips, 4 1st, 2 2nd

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Control Flames, Guidance


FIRST LEVEL

Burning Hands, Cure Wounds, Faerie Fire, Hex


SECOND LEVEL

Burning Hands, Cure Wounds, Dust Devil, Flaming Sphere, Healing Spirit, Heat Metal, Misty Step, Scorching Ray, Pass Without A Trace, Wither and Bloom


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (22.1 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort who, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent men and women alike. Having taken a personal interest in her, the warlord sought to "protect" his investment by placing her under the tutelage of the cohort's mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the night — until it was too late.

Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living, by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive, entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently scraped by.

Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt.

A problem for another time...

 

 
Chylopan

Chylopan

 

Karina
"She-Who-Is-Wildfire"

Priestess, Seer, Gypsy

 

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

 

 

 

Druid - Wildfire 3

Medium humanoid female (human), chaotic good


Armor Class 13 (leather)

Hit Points 21
Speed 30 ft


Senses Nothing unusual

Languages common, draconic, druidic, infernal

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1
 


Dexterity 15 (+2) 
Save +2
Acrobatics (+4)


Constitution 13 (+1)
Save +1
 


Intelligence 12 (+1)
Save +3
Nature (+3)


Wisdom 17 (+3)
Save +5
Animal Handling (+3), Medicine (+3), Perception (+5), Survival (+5)


Charisma 10 (+0) 
Save +0

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  N/A
  • Instruments Finger Cymbals
  • Weapons Simple
  • Armors Light, Medium, Shields

CLERIC CLASS ABILITIES

Wild Shape PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die)

Summon Wildfire Spirit TCoE, pg. 40

As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take 2d6 fire damage.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


FEATS

Fey Touched TCoE, pg. 79

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

WEAPONS

WEAPONS

  • Moon-Touched Scimitar +4 to hit for (1d6+2) slashing, magic.
  • Scimitar  +3 to hit for (1d6+2) slashing damage.
  • Dagger +4 to hit for (1d4+2) piercing damage.

 

SPELLS

SPELL SLOTS 3 cantrips, 4 1st, 2 2nd

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

Control Flames, Guidance


FIRST LEVEL

Burning Hands, Cure Wounds, Faerie Fire, Hex


SECOND LEVEL

Burning Hands, Cure Wounds, Dust Devil, Flaming Sphere, Healing Spirit, Heat Metal, Misty Step, Scorching Ray, Pass Without A Trace, Wither and Bloom


THIRD LEVEL
 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (22.1 lbs.)

MONEY POUCH

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

| | 

 

APPEARANCE

Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive


 

 

BACKGROUND

Noble


  • Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit.
  • Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it.
  • Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary.
  • Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems

Background Feature: 

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort who, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent men and women alike. Having taken a personal interest in her, the warlord sought to "protect" his investment by placing her under the tutelage of the cohort's mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy.

 

 
Chylopan

Chylopan

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]
b8a572caaf15d1644e26030f5025e1b3.jpg

 

Chylopan

Chylopan

[url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url]

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