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Thu Apr 25th, 2024 @ 9:04am

Thief (Level 2) Alicea of Reneau

Name Alicea of Reneau

Position Bard

Rank Thief (Level 2)


Character Information

Gender Female
Race Air Genasi
Class Bard
Background Criminal/Spy

Appearance, Attack, Defense

Height 5'8"
Weight 133
Age 22
Hair Color Platinum Blonde
Eye Color Blue
Physical Description Alisha is an ethereal-looking woman owing to her Air Genasi father, with hair that sometimes randomly appears to be blowing in the wind even when there is no breeze. Her very light blue skin makes her appear nearly human. She's lightly built, relying on her speed and agility rather than brute strength
Hit Points Maximum 12
Current Hit Points 12
Armor Class 12
Spellcasting Ability cha
Spell Attack Bonus +4
Spell Save DC 12
Saving Throw Proficiencies DEX, CHA

Abilities

Strength 8
Strength Modifider -1
Dexterity 15
Dexterity Modifier +2 (+4 for Saving Throws)
Constitution 15
Constitution Modifier +2
Intelligence 12
Intelligence Modifier +1
Wisdom 10
Wisdom Modifier +0
Charisma 15
Charisma Modifier +2 (+4 for Saving Throws)

Skills

Acrobatics (Dexterity) +2
Animal Handling (Wisdom) +0
Arcana (Intelligence) +1
Athletics (Strength) -1
Deception (Charisma) +4
History (Intelligence) +1
Insight (Wisdom) +0
Intimidation (Charisma) +2
Investigation (Intelligence) +1
Nature (Intelligence) +1
Perception (Wisdom) +0
Performance (Charisma) +4
Persuasion (Charisma) +4
Religion (Intelligence) +1
Sleight of Hand (Dexterity) +4
Stealth (Dexterity) +4
Survival (Wisdom) +0

Proficiencies

Weapons Proficiencies Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Armor Proficiencies Light Amor
Tools Proficiencies Flute, Viol, Yarting, Playing Cards, Thieves' Tools
Languages Known Common, Primordial
Proficiency Bonus +2

Inventory

Current Inventory Leather Armor
Dagger
Rapier
Backpack
Clothes, Common
Crowbar
Flute
Bedroll
Candle(5)
Clothes, Costume
Rations(5)
Waterskin
Disguise Kit
Money 15 gp

Spells

Cantrips Known Prestidigitation- This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***********

Vicious Mockery- EnchantmentCantrip
Casting Time:
1 action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Attack/Save:
WIS 12
Source:
PHB, pg. 285
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level 1 Spells Known Comprehend Languages- Casting Time:
1 action
Range/Area:
Self
Components:
V, S, M(a pinch of soot and salt)
Duration:
1 hour
Source:
PHB, pg. 224
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

*****

Disguise Self- Casting Time:
1 action
Range/Area:
Self
Components:
V, S
Duration:
1 hour
Source:
PHB, pg. 233
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

****

Identify- Casting Time:
1 minute
Range/Area:
Touch
Components:
V, S, M(a pearl worth at least 100 gp and an owl feather)
Duration:
Instantaneous
Source:
PHB, pg. 252
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

****

Thunderwave- Casting Time:
1 action
Range/Area:
Self/15ft.
Components:
V, S
Duration:
Instantaneous
Attack/Save:
CON 12
Source:
PHB, pg. 282
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

****

Cure Wounds

Regain 1d8+2 Hit Points
Customize
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 230
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Traits

Racial Traits Unending BreathEE
You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the WindEE
You can cast levitate (w/o material components) once per long rest. CON is your spellcasting ability.

Class Traits Spellcasting - PHB, pg. 52
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.

Bardic Inspirationd - 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.

Jack Of All Trades:
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song Of Rest:
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 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.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Background Traits Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Specialty- Pickpocket

Personality

Personality Traits I always have a plan for what to do when things go wrong.

I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideals People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bonds I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaws I have a “tell” that reveals when I’m lying.

History