| Half-Elf | Neutral Good | Guild Artisan
Armor Class: 13
Hit Points: 9 [1d8]
Speed: 30 feet
Strength 8 [-1]
Dexterity 14 [+2]
Constitution 12 [+1]
Intelligence 9 [-1]
Wisdom 10 [+0]
Charisma 15 [+2]
Proficiency Bonus: +2
Passive Perception: 12
Proficient Saving Throws: Dexterity, Charisma
Proficient Skills: Insight, Persuasion, Performance, Perception, Sleight of Hand, Acrobatics, Animal Handling
Proficient Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Proficient Armor: Light armor
Other Proficiencies: Flute, lute, harp, leatherworker’s tools
Languages: Common, Elven, Draconic, Goblin
Attacks & Spellcasting
Spell save DC 12
Spell Attack modifier 4
Rapier | +4 | 1d8+2 Piercing
Dagger | +4 | 1d4+2 Piercing
Fey Ancestry「half-elf」 You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Darkvision「half-elf」 Thanks to your elven heritage, 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.
Skill Versatility「half-elf」 You gain proficiency in two skills of your choice.
Bardic Inspiration「bard」 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.
Cantrips (2): Prestidigitation, Mage Hand
1st level (4): Cure Wounds, Detect Magic, Sleep, Healing Word
I judge people by their actions, not their words.
If someone is in trouble, I'm always willing to lend help.
When I set my mind to something, I follow through no matter what gets in my way.
I feel tremendous empathy for all who suffer.
I'm driven by a wanderlust that led me away from home.
People. I like seeing the smiles on people's faces when I perform. That's all that matters.
Free Thinking. Inquiry and curiosity are the pillars of progress.
Change. Life is like the seasons, in constant change, and we must change with it.
Aspiration. I'm going to prove that I'm worthy of a better life.
My instrument is my most treasured possession, and it reminds me of someone I love.
I've been searching my whole life for the answer to a certain question.
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
I'm never satisfied with what I have--I always want more.
I am easily distracted by the promise of information.
The monstrous enemy we faced in battle still leaves me quivering with fear.
Once someone questions my courage, I never back down no matter how dangerous the situation.
I'm horribly jealous of anyone who outshines my handiwork.
By now, time has washed away most of Leanna's early childhood memories. All that remains are scattered sceneries and emotions, all from different times and places. She knows her family used to travel, and that most of her days were spent on the road. But where they were going and what they had left behind, she does not know.
Her first clear memory is of a cold winter night. Her mother embraced her with trembling hands, repeating words of comfort like a mantra. She remembers the reek of blood, and the glint of metal in the moonlight. She remembers a beast, larger than any she's seen since. She remembers the soldiers that escorted them to the nearest town. She doesn't remember where her father went. All she knows is that she never saw him again.
From that night onward, Leanna and her mother no longer traveled. She can't recall if she ever asked why - or whether or not her mother answered. Whenever the topic of travel was brought up, her mother's smile faded and her features were overtaken by anguish. In time, Leanna learnt to fear the world beyond the city's borders, though she never learnt why.
With elven blood in her veins, Leanna grew up much slower than the humans around her. She was barely a woman grown when her mother left the mortal realm. And when her friends' hair begun to ashen and fall, Leanna remained youthful. Her godchildren grew from tiny bundles of joy to men and women like her, and then had children of their own. She saw the master under which she studied leatherworking grow old and retire, and before she knew it, she ended up a teacher herself. Though few said it out loud, it was clear she did not quite belong among the humans.
Then one day, her city was visited by a band of adventurers. They were a ragtag group from different backgrounds and races, united by a common cause. Leanna met a few of them as they came to buy her wares, and ended up listening to the stories they had to share in the local tavern. The more she heard, the more she was overcome by a peculiar sense of... she hesitated to say nostalgia, yet knew no other name to call it by. The scenery the adventurers described roused vivid, familiar images in her mind, stirring memories she did not even realize she'd possessed.
The world beyond the city... was it not, perhaps, as scary as she had thought? Would it have a place for her to belong? Or did she belong nowhere but the roads themselves?
Noticing her intrigue, one of the members of the adventuring group offered Leanna a chance to travel with them to their next destination: Waterdeep, a magnificent city far up in the north. If she truly wished to experience adventuring for herself, there was no better place to start.
Or so he said. Leanna could only hope his words rung true.
PP 0 | GP 15 | EP 0 | SP 0 | CP 0 |
⇴ Entertainer's pack
⇴ Backpack⇴ Leatherworker’s tools
⇴ Costume x2
⇴ Candle x5
⇴ Rations x5
⇴ Disguise kit
⇴ A letter of introduction
⇴ Set of traveler’s clothes
⇴ Leather Armor