Arianna Moonwood's page

519 posts. Alias of AdamWarnock.


HP: 18/18 | AC: 14 | Saves: STR +3 DEX* +5 CON +1 INT +1 WIS +1 CHA* +5 | Perception: +5, Investigate: +3, Insight: +2 |


Inspiration (d6): 1/3 | Spells: 1st 0/3 | Arrows: 6


CG Female Moon Elf Bard 1

About Arianna Moonwood

Arianna Moonwood:

Arianna Moonwood
NG Moon Elf Bard (College of Lore)
Senses: Darkvision 60ft.
Perception: +5
Investigation: +3
Insight: +2
Passive Perception: 15
Passive Investigation: 13
Passive Insight: 12

Languages: Common, Elven, Sylvan

HP: 14
AC: 14 (DEX +3, Leather Armor +1)
Advantage on Saving throws vs. Charm effects
Can't be put to sleep by magic

Melee +3/+5 | Ranged +3/+5 | Spell +5
Longsword +5
- Martial, Versatile
- 1 handed: 1d8+3 Slashing
- 2 handed: 1d10+3 Slashing

Dagger +5
- Simple, Finesse, Light, Thrown, Range (20/60)
- 1d4+3 Piercing

Unarmed Strike +5
- N/A
- 4 Bludgeoning

STR 16 +3 (Base: 16)
DEX 17 +3 (Base: 15, Racial +2)
CON 12 +1 (Base: 12)
INT 13 +1 (Base: 12, Racial +1)
WIS 13 +1 (Base: 13)
CHA 16 +3 (Base: 16)

Proficiency Bonus: +2

Saving Throws *Proficiency Bonus Applies
STR +3
DEX* +5
CON +1
INT +1
WIS +1
CHA* +5

Skills *Proficiency Bonus Applies, **Expertise Bonus Applies
Acrobatics* DEX +5
Animal Handling WIS +2
Arcana INT +2
Athletics* STR +5
Deception* CHA +5
History INT +2
Insight WIS +2
Intimidation CHA +4
Investigation* INT +3
Medicine WIS + 2
Nature INT +2
Perception** WIS +5
Performance* CHA +5
Persuasion CHA +4
Religion INT +2
Sleight of Hand* DEX +5
Stealth** DEX +7
Survival* WIS +3

Light Armor

Crossbow, Hand, Longbow, Longsword, Rapier, Shortsword, Simple Weapons

Drum, Flute, Lute, Smith's Tools, Woodcarver's Tools

Common, Elvish, Sylvan

Elven Racial Traits
You can see in darkness (shades of gray) up to 60 ft.

Keen Senses
You have proficiency in the Perception skill.

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

You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.

You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it. Minor Illusion(Cantrip)

Extra Language
You can speak, read, and write one extra language of your choice. Sylvan

Bard Class Features
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.

Bardic Inspiration d6, 3/Long Rest
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
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest +1d6 HP
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.

Bardic College: Lore
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level). Perception, Stealth

Modifier: +3 | Spell Attack Bonus: +5 | Save DC: 13

Cantrips At Will, 2 Known, 1 Bonus for Elven Race
Mage Hand
Conjuration Cantrip
Casting Time: 1 action
Range/Area: 30ft.
Components: V, S
Duration: 1 minute
Source: PHB256
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Transmutation Cantrip
Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
Source: PHB267
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.

Minor Illusion DC 11
Illusion Cantrip
Casting Time: 1 action
Range/Area: 30ft./5ft.
Components: S, M(a bit of fleece)
Duration: 1 minute
Source: PHB260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

1st 3/Long Rest, 5 Known
Charm Person
1st Level Enchantment
Casting Time: 1 action
Range/Area: 30ft.
Components: V, S
Duration: 1 hour
Attack/Save: WIS 13
Source: PHB221
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Disguise Self
1st Level Illusion
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
Source: PHB233
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.

Feather Fall
1st Level Transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: V, M(a small feather or piece of down)
Duration: 1 minute
Source: PHB239
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Healing Word
1st Level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Source: PHB, pg. 250
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Silent Image
1st Level Illusion
Casting Time: 1 action
Range/Area: 60ft./15ft.
Components: V, S, M(a bit of fleece)
Duration: Concentration, up to 10 minutes
Source: PHB276
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Feats/Attribute Increases

Equipment & Currency
PP:0 | GP:10 | SP:0 | CP: 0

-Smith's Tools
-Disguise Kit

Clothing & Accessories
-The Favor of Tomas Velder(A small trinket that was carved to look like a songbird and has several colorful feathers attached to the leather thong it hangs from)
-Set of common clothes
-Entertainer's costume (2x)

Weapons & Armor
-Leather Armor
-Shortbow (x3)
-Arrows (10)

Adventuring Gear & Supplies
-Rations (5x)
-Waterskin (1x)

Equipment Selection:

Entertainer background gives: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp
Folk Hero background gives: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

A set of smith's tools
The favor of an admirer (A small trinket that was carved to look like a songbird and has several colorful feathers attached to the leather thong it hangs from)
A set of common clothes
A pouch containing 10 gp

Bard class gives:(a) a rapier, (b) a longsword, or (c) any simple weapon; (a) a diplomat’s pack or (b) an entertainer’s pack; (a) a lute or (b) any other musical instrument; Leather armor and a dagger

A longsword
An entertainer's pack
A lute
Leather armor
A dagger


Wandering Hero
Arianna killed an ogre that was leading a band of goblins and orcs on raids against her home village. After the fighting and celebration had ended, she took to the road, using her eclectic set of skills to make her way across Faerun.

Defining Event:
Arianna killed an ogre that had raided her home village with his band of orcs and goblins several times earlier in the year. Afterwards, she could no longer deny the wanderlust she felt and left the nameless place to see what else there was in Faerun.

Singing: Arianna knows a variety of songs, from elven ballads to bawdy tavern tunes and enjoys adding more to her collection. She carries a journal filled with every song she knows and adds new ones as she runs across them.

Playing: As with her singing, Arianna knows many songs on drum, flute, and lute. She loves joining in with bands of folk performers on any of these and is more than happy to back up other bards and minstrels with her playing.

Storytelling: Possibly Arianna's favorite way to entertain others is through stories, whether they be comedic tales of some poor fool who brings about his own embarrassment and misfortune, legends of heroes from ages past, or epics about mighty warriors, cunning mages, and dastardly villains. She loves learning new tales and keeps a book for recording them and any variations she hears. One of her hopes is to one day publish a book or series of books detailing the legends and tales to be found across Faerun.

An Honest Hand and a Jaunty Tune
Arianna is able to find work, a place to hide, food, shelter, or many other things among the common working folk. She does have to negotiate the details of any deals and there's no guarantee she'll even break even if performing for room and board. This is of no help while searching for work or help from the nobility and royalty of Faerun.

Personality Traits
- I am always looking for new songs and tales to add to my collection.
- I always try to look on the bright side of any situation. A smile can do much more than a frown with the right attitude.
- I always try to see the best in people and encourage them to take the right path.

- There is good in everyone, though some try to deny it.
- Always treat others with respect. You never know when they could help you.
- Right and legal are not always synonymous. Sometimes you can be one and not the other.

- With your permission GM Red, I'd like for Arianna to be unaware of this fact and just happen to be in Greenest when all hell breaks loose. See her backstory for more details on why she's not aware. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it’s next on the cult’s list of targets.
- I do not know my past, and I fear it.

- I don't always think things through. I tend to follow my heart and gut more than my head.

Background Questions
1. What are you intolerant of?
I can't stand people who take advantage of other people, especially their suffering.

2. What is the most satisfying thing about being an adventurer?
Making my own tales to tell and helping people in need.

3. Three words to describe your personality.
Earnest, Bubbly, and Mischievous

Bonus questions! *Optional* but fun :)
4. PC's favorite food
Mama Flora's beef and tomato stew over mashed potatoes. She'd make it for me everytime I needed to be cheered up.

5. PC's theme song
Sadly, I don't really think I could find a song that would be Arianna's theme without a lot of listening.

6. Your PC empties their pockets. What's inside?
Some coins, a charcoal pencil, trinkets and other gifts from children that have listened to her stories or songs, and a small stuffed animal.


Arianna doesn't remember much from the first part of her life. She was found beaten and bloodied with little recollection beyond her name and a few dark memories of people in cloaks. She was around fifteen years of age at the time, but her mind was like that of a young child. The villagers that found her brought her back to their home just south of the Sunset Mountains, the village of Redrock, named for the brilliant colors the mountains to the north would turn at sunset.

Arianna spent the next seven years bouncing from family to family as she learned several skills, including how to defend herself. Her spirit never seemed to be dampened by anything for long, save for those fortunately few nights she had nightmares full of blood and screams. She loved to perform for farmers and visiting merchants in the local inn and tavern, the Silver Hen. She also spent a fair amount of time learning the arts of blacksmithing and woodcarving in the slow months of winter.

During the spring and summer of her eighth year in Redrock, a band of orcs and goblins lead by a brutish ogre called Grumple Gnasher raided the village several times, killing a few of the farmers before the village elders just gathered his tribute. Arianna's sense of justice grated on her nerves until she decided to ambush the ogre while his cronies were distracted. Arianna's plan to get them all drunk worked, but it still didn't keep the ugly orcs and goblins from waking at the ruckus Grumple made as he tried to squash Arianna. Thanks to her plan, a large amount of luck, and a magical knack that appeared when Arianna was growing desperate, she managed to evade and hinder the ogre.

The raiding band had brazenly set their camp only a short distance away from the village, though, and spurred by the sounds of fighting and cursing, the remainder of Redrock's fighters banded together and stormed into the camp before Arianna could be overwhelmed by the band. After the fighting had ended, Arianna stood, bruised and hurting, but alive with Grumple dead at her feet.

Arianna felt an urge to go out from Redrock after that encounter. The tale of Grumple's defeat at her hands spread to the surrounding villages and even the nearby towns. As she wandered, she found it easy to find work when there weren't any problems to solve by more adventurous means. Now, after two years of wandering and adventuring, Arianna comes to Greenest, wondering what adventures await here now.

Me as a player:

1. What are you looking for in this campaign? The travel through an interactive narrative, the interactions with other players, challenging combat, massive loot......
I'm looking for an interesting story and opportunities to banter. I love to see how character relationships develop and I'm hoping that Arianna will be an interesting character to play off of. She's definitely naive and inexperienced, and most elves would call her immature, but she's a good person with a penchant for mischief.

2. Link me to a post you feel best represents your writing style.
I don't think I could narrow things down to a single post, but I think I can narrow things down to a few that show what I'm going for.
1. Audria tells a story.
2. Tera and her zany schemes.
3. Tera tells the tale of the Pumpkin King.
4. If Eina was your little sister...
5. Eina challenges a dwarf to a drinking contest.

These are here if you'd like to peruse them for more examples of my writing and posting style.
A Paladin's dream. I like this one. It was mainly to explain a change from Cleric to Paladin and it helped solidified a couple of traits about Joanna that have carried through even when she's been at her lowest, with one, understandable exception.
Joanna spelling things out.
Same character going a little mad. If you have the time, I'd give the whole Ravenmoor adventure and aftermath a read. The whole sequence starts here.
Something more recent from the same game. Poor Jo. She really should have known better. :D
Last one from this game, I promise.
The beginning of an out of canon scene that has to be one of my favorite bits I've ever written.
Tera tells the tale of the Pumpkin King.
Good example of a combat post.
Tera and her zany schemes.
Eina casts bless.
Eina talks about her tribe.
If Eina was your little sister...
Eina challenges a dwarf to a drinking contest.
Audria goes clothes shopping.
Poor Audria. she just wanted it a little longer.
Audria tells a story.