Ilarris Zeleshi

Annett Waterdreamer's page

101 posts. Alias of Tareth.


Full Name

Annett Waterdreamer

Race

Half-Elf

Classes/Levels

Bard 3 - HP: 18/18 | AC:13 | Init: +2 | Per: 13 | PB: +2

Gender

Female

Alignment

CG

About Annett Waterdreamer

Annett Waterdreamer (Faction: Lords Alliance)
CG Bard 3
Init: +2; Perception: +4
XP: 0
Downtime Days: 10

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DEFENSE
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AC: 13
HP: 18
Armor: Leather
Saving Throws: Dex, Cha
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OFFENSE
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Speed: 35 ft.
Proficiency Bonous: +2

Rapier: +4 (1d8+2 P)
Dagger: +4 (1d4+2)
Unarmed Strike: +2 (1)

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STATISTICS
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STR: 10(+0), DEX: 15(+2), CON: 10(+0), INT: 12(+1), WIS: 14(+2), CHA: 16(+3)

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SKILLS & LANGUAGES
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Acrobatics +3
Animal Handling +3
Arcana +2
Athletics +1
* Deception +5
History +2
* Insight +4 (+6)
Intimidation +4
Investigation +4
Medicine +3
Nature +2
* Perception +4
* Performance +5
* Persuasion +5 (+7)
Religion +2
* Sleight of Hand +4
* Stealth +4
Survival +3

Languages: Common, Elvish, Draconic

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BACKGROUND
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Background: Criminal (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves Tools, Playing Card Set.

Personality: Risk is something to be managed not avoided. You'll never accomplish anything in life or change the world without taking risk.

Ideal: Someone has to protect and keep the world safe for those who don't have the ability to do so.

Flaw: Those in power all have a weakness, it is just a matter of finding the vulnerability and exploiting it for my own gain or needs.

Bond: The Alliance took me in and allowed me to survive plagues, orc raiders, and court politics. I'll do what it takes to insure civilization doesn't fall to the forces of evil or corruption.

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SPELLS & SPECIAL TRAITS
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Bardic College: College of Glamour

Mantle of Inspiration: As a bonus action , you can expend one use of your
Bardic Inspiration to grant yourself a wondrous appearance. When you do so,
choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier ( minimum of one). Each of them gains 5 temporary hit points.
When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10 th level , and 14 at 15th level.

Enthralling Performance: If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem , or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you , although it avoids violence unless it was already inclined to fight on your behalf.
This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.

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 Spells Rules for the general rules of spellcasting and the Spells Listing 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, as shown in the Cantrips Known column of the Bard table.

Spell Slots
The Bard table shows how many spell slots you have to cast your 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.

1st Level: 4 Slots
2nd Level: 2 Slots

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

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = 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 (see the Tools section) as a spellcasting focus for your bard spells.

Cantrips Known (2): Minor Illusion, Vicious Mockery

First Level Spells Known (5): Cure Wounds, Faerie Fire, Sleep, Dissonant Whispers

Second Level Spells Known (2): Enhance Ability, Phantasmal Force

Bardic Inspiration: 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.

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.

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. (Perception, Insight)

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 who know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Jack of All Trades: Starting at 2nd levei, 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, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to ld8 at 9th level, to 1dl0 at 13th level, and to 1dl2 at 17th level.

Expertise: Choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make using the chosen proficiencies. Insight, Persuasion

Proficiencies: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Drum, Flute, Lute, Playing Card Set, Thieves' Tools

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WEALTH & EQUIPMENT
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Equipment: Rapier, Dagger, Leather Armor, Entertainers Pack, Lute, Common Clothes with Hood, Crowbar, Caltrops, Chalk (5), Grappling Hook, Mess Kit, 50' Hempen Rope, Soap, Whetstone,

Magic Items: None

PP:
GP: 159
SP: 5
CP:

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REWARDS & ADVENTURES
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AL +1: XGE
AL Advancement Points: 8
AL Treasure Points: 8
DT Earned: 20
Renown: 2

Waterdeep Rewards:

DDHC-WDH: Session 1, Finding Floon
Date: 12/21/2018
DM: DM Aesh aka Noel Mock (DCI: 6203763429)
ACP gained: 4
TCP gained: 4
DT earned: 10
Renown earned: 1

DDHC-WDH Session #2
Date: 2/26/2019
Advancement Checkpoints: 4
Treasure Checkpoints: 4 (tier 1)
Downtime: 10 days
Renown: 1

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BACKGROUND STORY NOTES
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* Born in the northern town of Everlund, Annett was orphaned at the age of 13 when plague struck the region and killed her parents and two other siblings.

* Adopted by a minor city noble during the recovery efforts, she came to the attention of one of the cities Elder Council members when she was seen performing during the Midsummer festival. Recognizing her natural talents, the elder, a member of the Lord's Alliance, provided for her formal training and education and incorporated her into his own intelligence and spy network.

* By her 18th birthday she had been instrumental in a handful of plots to overthrow the council and disrupt trade with allies in Silverymoon. However, some questioned her methods and her willingness to dispense her own form of justice in service to her mentor and city.

* She recently arrived in Waterdeep as part of a trade delegation to the great city. Seeing greater opportunities in Waterdeep, she asked for and received leave to stay in the city to serve the Lord's Alliance and improve her skills, abilities, and talents.