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build 2026-09-12 17:58

Alaricks Alibor, a blue dragonborn in a feathered cloak and single steel pauldron

Champion of the Dragon Isles

Alaricks
Alibor

Blue Dragonborn · Pugilist 4 (Squared Circle)
Athlete · Chaotic Good
Age 42 · 1.8 m · 82 kg
Purple eyes · Blue scales · White hair
Player: Den

12/15Armor / mage armor
0Max HP
+6Initiative
30ftSpeed
+2Prof.
11Pass. Perc
4d8Hit Dice
3Moxie

Session

Hit points · resources · rests

Live tracking needs JavaScript. Every number below is unaffected.

Attacks

Roll d20 + bonus · Str +3 · Dex +1 · Prof +2

WeaponHitDamage
Unarmed strike+51d6+3 bludgeon
Knuckled knife+51d6+3 slash/bludg
Crossbowranged, Dexterity+31d6+1 pierce
Every turn: after an unarmed strike you get one extra attack or a grapple as a bonus action.

Moxie

3 points

Tap a move for what it does.

Core

Brace Up Reaction · free

When you take damage, spend your reaction to regain all your spent Moxie. If you are already bloodied when you do it, you also gain temporary hit points equal to four times your Pugilist level — 16 temp HP at level 4. Once per short or long rest.

Old One-Two Bonus · 1

Immediately after you take the Attack action, spend 1 Moxie to make two unarmed strikes as a bonus action.

Stick and Move Bonus · 1

Bonus action and 1 Moxie to either make a shove attack or take the Dash action.

Squared Circle

Compression Lock Reaction · 1

A creature succeeds at escaping your grapple — spend your reaction and 1 Moxie to make them roll again and take the second result.

Quick Pin Reaction · 1

When a creature's movement provokes an opportunity attack from you, spend your reaction and 1 Moxie to make a grapple attack instead of the attack.

To the Mat Bonus · 1

Bonus action and 1 Moxie to make a grapple attack against a creature in range. On a success it is also knocked prone.

Breath Weapon

Action · Recharges on a short or long rest

Exhale lightning in a 5 × 30 ft line. Each creature caught in it makes a Dexterity save, DC 122d6 lightning on a fail, half on a success.

Scales to 3d6 at 6th level, 4d6 at 11th, 5d6 at 16th.

Arcane Ward

One free casting per long rest

You shape magic instinctively. Cast any one of these without a spell slot and without components — then not again until you finish a long rest.

Shield

Reaction · Self · 1 round

Triggered when you're hit by an attack or targeted by magic missile. +5 AC until the start of your next turn, applying against the triggering attack, and you take no damage from magic missile. Puts you at AC 17 from base 12.

Mage Armor

Action · Touch · 8 hours

A willing creature wearing no armor gets a base AC of 13 + Dex. On you that's AC 15, the figure on your sheet. Ends early if you don armor or dismiss it.

Sanctuary

Bonus action · 30 ft · 1 minute

Any creature that targets the warded creature with an attack or a harmful spell must make a Wisdom save or lose the attack / pick a new target. Doesn't stop area effects. The ward breaks the moment the protected creature attacks, casts a spell affecting an enemy, or deals damage.

At 5th level you add counterspell and get 2 uses per long rest. At 11th you add death ward and get 3 uses.

Always On

No action, no resource

Lightning Resistance

Half damage from all lightning.

Alert

You can't be surprised while conscious. Creatures don't gain advantage on attack rolls against you just because they're unseen by you.

Ability Scoreseditable

Tap a score to change it · everything below updates

Str+316
Dex+112
Con+214
Int+010
Wis+112
Cha+112

Saving Throws

● = proficient

  • Strength+5
  • Dexterity+1
  • Constitution+4
  • Intelligence+0
  • Wisdom+1
  • Charisma+1

Skills

5 proficiencies · Passive Perception 11

  • AcrobaticsDex+3
  • Animal HandlingWis+1
  • ArcanaInt+0
  • AthleticsStr+5
  • DeceptionCha+1
  • HistoryInt+0
  • InsightWis+3
  • IntimidationCha+3
  • InvestigationInt+0
  • MedicineWis+1
  • NatureInt+0
  • PerceptionWis+1
  • PerformanceCha+3
  • PersuasionCha+1
  • ReligionInt+0
  • Sleight of HandDex+1
  • StealthDex+1
  • SurvivalWis+1

Proficiencies

Weapons

Simple weapons, improvised weapons, whip, hand crossbow.

Tools

Vehicles (land), brewer's supplies.

Languages

Common, Draconic, Primordial.

Equipmenteditable

Carried

20 gp · 0 sp · 0 cp

  • Explorer's kit
  • Brewer's supplies
  • Knuckled knife
  • Crossbow
  • Silver necklace Sentimental
  • Three medals Championship

Echoes of Victory

Background feature

You've attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past victories. In any settlement within 100 miles of where you grew up, there's a 50% chance you find someone who admires you and will offer information and temporary shelter.

Background: Athlete

Mythic Odysseys of Theros

The background behind Echoes of Victory, and the source of the Athletics and Acrobatics proficiencies.

Also grants, in downtime: competing in local events maintains a comfortable lifestyle, using the Practicing a Profession rules.

Notes

Session log

Nothing written yet.

The Short Version

What you'd tell a stranger in a bar

Orphaned at ten with no clan willing to claim him, Alaricks survived on petty crime and turned street aggression into prize fighting — rising to become the greatest fighter the Dragon Isles had ever seen, and an outcast the whole time.

Age and injury pushed him out of the main events into exhibition bouts and training the next generation. Then a letter arrived: a cryptic invitation to claim a place in a Valenor guild. He took a small boat across. A storm shattered it. He dragged himself onto the Valenor coast alive — and already too late for whatever had been waiting.

Who He Is

Chaotic Good · Athlete

Personality Traits

I read every room the way I read an opponent — reach, footing, exits — before I've said a word.

I'm warmer with strangers than with anyone who might want to keep me. Being liked is fine. Being claimed makes me flinch.

Ideal

Merit. A name is something you earn in front of witnesses, not something you're handed at birth. Nobody gets to tell me where I belong — I'll settle that with my own two hands.

Bonds

My mother's silver necklace and three championship medals are all I carry from the Isles. I'd sell the medals first, and it wouldn't be close.

The fighters I trained after my body gave out are the nearest thing to a household I've ever had. If one of them needed me, I'd cross that sea again.

Flaws

Anyone who treats me like I already belong gets my trust far too fast. Forty-two years old and I still haven't learned to make people earn it.

Contempt gets answered with my fists. I've never regretted it in the moment — only ever the morning after.

Family History

Tap to open

Myuldrac & Erjas

Alaricks' father, Myuldrac Alibor, was born on the Dragon Isles but was the son of Thimbar and Aphid, members of the Silver Thread Magic Guild. His parents had travelled to the Isles during one of their expeditions and eventually remained there for several years. Myuldrac was therefore a somewhat unusual figure: Dragonborn by blood and upbringing, but with a family connection to Valenor that never completely disappeared. He knew the old family stories, but he had little reason to return to Valenor and eventually considered the Dragon Isles his home.

Myuldrac became involved with Erjas, a Dragon Isles huntress. Their relationship was not particularly scandalous, but it was never entirely comfortable either. Erjas came from a traditional island community that valued clan, lineage, and belonging, while Myuldrac was already somewhat detached from those structures because of his foreign family background. They had Alaricks, but Myuldrac died shortly after his birth — killed in an accident while travelling between settlements, leaving Erjas to raise the child alone.

Erjas did her best, but she died when he was ten: a hunting accident in the wilderness. She was an experienced huntress, but the Dragon Isles are dangerous, and experience does not make someone invulnerable.

Nobody's Child

The problem that followed was that Alaricks did not have a strong recognized family connection left to claim him. His father's family was effectively absent, and his mother's relatives were either unwilling or unable to take responsibility for him. He could have been placed with distant relatives, but that required someone to formally claim him as part of their household or clan. Nobody wanted that responsibility.

So Alaricks ended up in an orphanage.

On the Dragon Isles, being Dragonborn is not the same thing as belonging. Family, clan, birthplace, reputation, and community ties matter. Alaricks had the appearance of someone who should belong, but no recognized household willing to claim him. He was effectively a person without a place in the social structure.

As a child this distinction was especially cruel. People could look at him and say, in effect, "You're one of us, but you're not one of ours." Once he became involved in petty crime and later street fighting, that perception became self-reinforcing. His reputation gave people another reason to dismiss him as an undesirable outsider.

The Champion's Contradiction

His success in the fighting world changed his reputation, but not necessarily his social status. He could become the greatest fighter on the Isles and still not gain the acceptance that someone born into the right family would have received almost automatically.

That gives his championship a contradiction: everyone knew who Alaricks Alibor was, but that didn't mean everyone considered him one of them.

Why He Said Yes

He doesn't have a political analysis of the Queen's project. But he knows something is changing. He has spent years hearing that the relationship between the Islands and Valenor is shifting, while his own life reached a point where he no longer had much tying him to the life he had before.

So when an invitation from a Valenorian guild arrived, it didn't feel completely impossible. It felt like the sort of strange opportunity that might not have existed when he was twenty.

The Dragon Islands

Home

The Archipelago

A semi-mythical archipelago southeast of Valenor, long shaped by powerful draconic influence, elemental instability, and isolation from mainland politics. Though officially outside Valenor's direct control, the islands maintain limited contact with the kingdom through carefully regulated trade and diplomatic agreements.

The archipelago is inhabited primarily by tribal communities of humans, dragonborn, and genasi, many of whom trace their lineage and traditions back centuries before modern Valenor existed. The islanders are fiercely protective of their independence and intentionally limit outside influence to preserve their culture, spiritual practices, and way of life.

As the name suggests, dragons and draconic creatures remain deeply tied to everyday life. Many communities coexist peacefully with wyverns, drakes, large reptiles, and other scaled creatures that would be considered dangerous elsewhere. Some island clans are known for their ability to raise and train flying draconic beasts, though the process is extremely long, dangerous, and expensive. Trained wyverns and drakes are exceptionally rare outside the Islands and are viewed as symbols of status, trust, or military importance.

Tidecross

Travel to the islands is heavily restricted. There are no official mainland-controlled ports, and landing without permission is strongly discouraged — both politically and practically. Sudden storms, dangerous reefs, territorial creatures, and intentionally hidden navigation routes make uninvited travel risky even for experienced sailors.

The only widely recognized point of contact is Tidecross, a rugged trading settlement on the outer edge of the archipelago. There, mainland merchants exchange exotic resources, alchemical materials, rare scales, volcanic glass, dyes, medicinal plants, and draconic crafts with local island communities. Even in Tidecross, outsiders are tolerated rather than welcomed, and few foreigners are allowed deeper into the islands without invitation.

The Harbor Light

Valenor's founding legend

The Long Storm

Long before Valenor became a kingdom, before roads connected its cities, and before guild banners hung above its harbors, the island was little more than a scattering of isolated coastal settlements surrounded by dangerous seas.

In those days, the waters were feared. Storms appeared unexpectedly, currents shifted overnight, and strange lights were sometimes seen moving beneath the waves. Ships vanished often enough that sailors across distant continents spoke of the island in whispers. "The surrounding sea chooses who arrives," they would say.

Small Genasi, Animal and Bird folk communities already lived on the island, tied deeply to the elemental energy that flowed through the land, following traditions older than the kingdom itself. Then came what later generations would call the Long Storm. For nearly an entire season, the sea became impossible to cross. Winds screamed without pause. Waves swallowed ships whole. Entire stretches of coastline flooded beneath dark water, and the sky remained hidden behind black clouds for weeks.

The Lantern

At the height of the storm, a small trading vessel became trapped near the cliffs of what would later become Valenor Bay. The ship carried exhausted travelers and sailors from distant lands, all certain they would die before morning. No stars to guide them. No shoreline in sight. No hope of surviving the reefs hidden beneath the waves.

Then, through rain and darkness, they saw a single golden light. A lantern. Small. Steady. Impossible. The sailors followed it. Again and again, the light appeared through the storm, guiding the ship through jagged rocks and violent currents until at last the waters calmed. Near dawn, the vessel drifted safely into a quiet harbor.

The survivors rushed ashore, searching for the keeper of the lantern, desperate to thank whoever had saved them. But they found no one. Only wet stone, untouched shoreline, and a single silver thread tied around an old driftwood post near the water's edge.

The survivors chose to remain. Others arrived over time — traders, wanderers, refugees, explorers — and slowly the settlement grew. A harbor became a town. The town became a city. The city became the heart of a kingdom. And so, over generations, people began saying: "No one reaches Valenor accidentally."

What It Means Now

Nearly every child in Valenor grows up hearing some version of the Harbor Light. In different regions the details change. Some say the lantern belonged to a spirit of the sea. Others claim it was an old wandering healer, or an ancient magical beacon from a forgotten civilization. Along the southern coast, sailors tell stories that smugglers once used hidden lanterns to guide refugees safely through storms. No one truly knows which version is correct. Perhaps none of them are. Or perhaps all of them are.

For many people in Valenor the Harbor Light represents the soul of the country itself: the belief that strangers deserve shelter, that survival depends on helping one another, and that even in darkness, someone should keep the light burning for those still trying to find their way home.

Even now, during storms, many homes across Valenor place lanterns in their windows. Sailors watch for them when returning to shore. Families light them for loved ones travelling far. And every so often, when the sea is dark and the weather turns strange, people claim they still see a lone golden light somewhere beyond the waves.

What Alaricks Knows

Second-hand, practical, sometimes wrong

The Kingdom of Valenor

He has never visited Valenor. He knows it is much larger and more interconnected than the Dragon Isles, with many peoples, cultures, religions, and magical traditions living close together. From what he has heard, people are generally less concerned with whether someone belongs to a particular bloodline or clan. That doesn't mean discrimination doesn't exist, but it is different from the social structure he grew up with.

Because of his fighting career he has met people from Valenor at Tidecross many times — sailors, merchants, mercenaries, and occasionally adventurers.

He knows Valenor is famous for innate magic in its people and in the land itself, though his understanding is broad. He has no solid information about what a "magic guild" actually means. He knows magic on both the Dragon Isles and Valenor started as a deeply spiritual practice, but that Valenor lost their spirituality almost completely — they use magic as a tool, not a guiding light.

He has heard of Greenveil, mostly as a regional city rather than somewhere he knows: forests and wilderness, strong ties to hunting, logging, agriculture, and adventuring. He knows Tidecross gossip about Valenor's cities and ports better than he knows its geography. He recognizes names like Solport and the capital, Lunerath, but his mental map is incomplete. Asked how long it takes to travel between two places, he may confidently answer based on something a drunk sailor told him fifteen years ago.

He knows very little about the Silver Thread specifically. His father's family connection was not discussed openly during his childhood; if he knows the name at all, it's an obscure piece of family history rather than a guild he understands.

One thing that may surprise him: Valenor's Dragonborn are not necessarily one unified community. His experience taught him to associate Dragonborn identity with clan and homeland, while Valenor may have Dragonborn who consider themselves simply citizens of whatever region they live in.

Lantern Tides & Other Holidays

Because he knows the Harbor Light legend, he knows Lantern Tides as a major Valenorian tradition rather than just a name. It falls around the autumnal equinox, 21–22 September, and is associated with the safe return of travelers and the remembrance of those who never returned. People place lanterns on rivers, lakes, and the sea; it matters most in coastal and maritime communities.

Growing up on the Dragon Islands, he understands the emotional meaning better than some mainlanders. Sending lights onto the water for people lost during journeys does not feel foreign to him. But he does not know the local customs of Greenveil — what people eat, what songs they sing, how the lanterns are decorated, what happens during the local ceremonies. Those he discovers when he arrives.

Lantern Tides is not exclusively religious. Ordinary families, sailors, merchants, and travelers all take part regardless of belief.

His knowledge of other holidays comes through people rather than books, so he knows what people do more than why. The strongest overlap is maritime and seasonal tradition — sailors leaving offerings before long journeys, welcoming returning ships, marking deaths at sea, avoiding certain actions before a voyage. None of that seems exotic to him. The interesting part: he sometimes assumes something is a Dragon Islands tradition when it's actually common across Valenor, or the reverse.

The Queen's Opening

As a Dragon Islands native who spent much of his adult life around Tidecross, he is aware the Queen has been working to improve relations between Valenor and the Islands — and that it is politically sensitive.

The Islands have traditionally valued their independence and controlled access to their territory. Islanders view her efforts with mixed feelings: some see opportunity for trade, travel, education, and cooperation; others worry closer relations are simply the beginning of mainland influence over island affairs.

Alaricks knows practical changes rather than royal policy. New trade agreements, increased diplomatic contact, foreign merchants receiving more access, efforts to ease travel — all of it moving very slowly. The archipelagos are still closed off. Tidecross is effectively the meeting point between the two worlds; foreigners are tolerated there precisely because the port has always been the controlled place where outsiders and islanders interact.

Because he was a famous fighter, he met people who came from the Kingdom specifically to watch him fight. He has a surprisingly broad collection of casual impressions: sailors who loved the Kingdom, merchants who complained about its taxes, adventurers who thought the Islands were backwards, scholars fascinated by Dragonborn culture.

Appearance

Purple eyes · Blue scales · White hair · 1.8 m · 82 kg

Alaricks Alibor, a blue dragonborn in a feathered cloak and single steel pauldron, standing on open grassland
Alaricks Alibor · 42
Mina Junius, a red-haired halfling in a blue plumed beret and burgundy waistcoat

Royal Academy of Fine Arts, Graduate

Termina “Mina” Junius

Halfling (Lightfoot)
Entertainer · Chaotic Good
Age 20 · 106 cm / 3½ ft · 25 kg / 55 lbs
Green eyes · Fair skin · Auburn hair
Player: Ana K

13Armor
0Max HP
+2Initiative
25ftSpeed
+2Prof.
11Pass. Perc
4d8Hit Dice
14Spell DC

Session

Hit points · resources · rests

Live tracking needs JavaScript. Every number below is unaffected.

Attacks

All Dexterity · Dex +2 · Prof +2

WeaponHitDamage
Rapierfinesse+41d8+2 piercing
Whipfinesse, reach 10 ft+41d4+2 slashing
Throwing knivesfinesse, thrown 20/60+41d4+2 piercing
Shortbowammunition, 80/320+41d6+2 piercing

Damaging spells

SpellSave / HitDamage
Vicious Mockerycantrip · Wis saveDC 141d4 psychic
Dissonant Whispers1st · Wis saveDC 143d6 psychic
Cloud of Daggers2nd · automatic4d4 slashing
Spray of Cards2nd · Dex save, 15-ft coneDC 142d10 force

Bardic Inspiration

d6 · 4 per rest

Bonus action. Pick one creature other than yourself within 60 ft who can hear you. For the next 10 minutes they may roll d6 and add it to one ability check, attack roll, or saving throw. Only one die on a creature at a time.

Uses equal your Charisma modifier (+4). Recovers on a long rest.

Cutting Words

Reaction. A creature you can see within 60 ft makes an attack, ability check, or damage roll — spend a Bardic die and subtract it from their roll. You may use it after they roll but before you know the outcome. No effect if the target can't hear you or is immune to being charmed.

Magical Inspiration

When a creature holding your Bardic die casts a spell that restores hit points or deals damage, they can expend the die and add the roll to the healing or the damage.

Support

Out of combat and between fights

Inspiring Leader

Spend 10 minutes inspiring up to six allies plus yourself within 30 ft who can see, hear, and understand you. Each gains temporary hit points equal to your level + Charisma modifier — 6 temp HP right now. Recharges on a short or long rest.

Song of Rest

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

Jack of All Trades

Add +1 (half proficiency) to any ability check that doesn't already use your proficiency bonus.

Halfling Traits

Always on

Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, reroll the die. You must use the new result — even another 1.

Brave

Advantage on saving throws against being frightened.

Nimble

You can move through the space of any creature that is a size larger than you.

Naturally Stealthy

You can attempt to hide even when obscured only by a creature at least one size larger than you.

Eye-Spy

ISN33M10 Portable Assistant · Homunculus Servant

A small mechanical hummingbird of brass and green-patinated metal in flight

Built by the twins. A mechanical bird — message carrier, alarm, timer. As a bonus action it can switch between bird form and a tennis-ball-sized sphere of metal, and can be hidden.

Tiny constructAC 13
HP 6Hit Dice 3d4
Speed 20 ftFly 30 ft
Str−34
Dex+215
Con+112
Int+010
Wis+010
Cha−27

Statistics

  • Dex save+4
  • Perception expertise+4
  • Stealth+4
  • Passive Perception14

Immune to poison and exhaustion · Darkvision 60 ft · Understands the languages you speak

In combat

It shares your initiative but takes its turn immediately after yours. It moves and uses its reaction on its own, but the only action it takes is Dodge — unless you spend a bonus action to command something else. If you're incapacitated it acts freely.

Force Strike

Ranged attack: your spell attack modifier (+5) to hit, range 30 ft, one target you can see. 1d4 + 2 force damage.

Channel Magic (reaction)

Delivers a spell you cast that has a range of touch. It must be within 120 ft of you.

Evasion

On a Dex save for half damage, it takes no damage on a success and half on a failure. Unusable while incapacitated.

Mending restores 2d6 HP to it. If you or it dies, it vanishes and leaves its heart behind in its space.

Spellcasting

Charisma · Bard

14Save DC
+6Atk Bonus
+4CHA

Cantrips

At will · no slot

Tap a spell for what it does.

Prestidigitation Action · 10 ft

Up to 1 hour · three effects at once

Small magic for small moments. A harmless sensory flourish — a shower of sparks, a puff of wind, a faint tune, a smell. Light or snuff a candle or a small campfire. Clean or soil something no bigger than a cubic foot. Chill, warm or flavour that much nonliving material for an hour. Colour or mark an object or surface for an hour. Conjure a trinket or a tiny illusion in your hand that lasts until the end of your next turn. Her stage kit.

Mending 1 minute · Touch

Instantaneous

Closes a single break or tear in an object you touch — a snapped chain link, a torn cloak, a cracked bottle — provided the damage is no more than a foot across. Leaves no trace. Can restore the body of a magic item or a construct, but not any magic it had lost.

Vicious Mockery Action · 60 ft

Wis save DC 14 · 1d4 psychic · instantaneous

One insult, delivered with intent. A creature you can see that can hear you makes a Wisdom save. On a failure it takes the psychic damage and has disadvantage on its next attack roll before the end of its next turn. On a success, nothing. Steps up to 2d4 at 5th level. Her cantrip of choice in a fight — the damage is small, the disadvantage is the point.

1st Level

4 slots · long rest

Command Action · 60 ft

Wis save DC 14 · 1 round

Speak a one-word order to a creature you can see that understands you. Wisdom save, or it obeys on its next turn. The classics: Approach, Drop, Flee, Grovel (falls prone, turn ends), Halt. No effect on undead, or on an order that would directly harm it. Each slot above 1st adds a target.

Dissonant Whispers Action · 60 ft

Wis save DC 14 · 3d6 psychic · instantaneous

A creature you choose hears a melody only it can hear. Wisdom save: on a failure it takes 3d6 psychic and must use its reaction to run as far as its speed allows away from you — which provokes opportunity attacks from everyone it passes. Half damage and no running on a success. A creature that cannot hear you passes automatically. Each slot above 1st adds 1d6.

Healing Word Bonus · 60 ft

1d4 +4 · instantaneous

A creature you can see regains 1d4 + your Charisma modifier hit points, at range, without leaving your hands free. No effect on undead or constructs. Each slot above 1st adds 1d4. Because it is a bonus action, the only other spell you can cast that turn is a cantrip — so the pairing is usually Healing Word plus Vicious Mockery.

Silvery Barbs Reaction · 60 ft

Trigger: a creature you can see succeeds on an attack, check or save

Make them roll the d20 again and take the lower result. Then pick a different creature you can see within 60 ft — yourself included — and it gains advantage on its next attack roll, ability check or saving throw within the next minute. Cast it on the enemy critical, the enemy save against your best spell, the ally who just needs it to land.

2nd Level

3 slots · long rest

Gift of Gab Reaction · Self

Trigger: you finish speaking · instantaneous

Take it back. Every creature within 5 ft that heard you forgets the last six seconds of what you said, and remembers instead whatever you say in the six seconds that follow. Nobody notices the edit. For the name you got wrong, the secret you let slip, the insult that landed on the wrong noble.

Cloud of Daggers Action · 60 ft

4d4 slashing · no save, no roll · concentration, up to 1 minute

A 5-foot cube fills with spinning blades. A creature takes the damage when it enters the cube for the first time on a turn or starts its turn inside it. There is no save and no attack roll — it simply happens. Put it in a doorway, or on top of something that cannot easily move. Each slot above 2nd adds 2d4.

Spray of Cards Action · 15 ft cone

Dex save DC 14 · 2d10 force · instantaneous

A fan of shimmering cards bursts from your hand. Every creature in a 15-foot cone makes a Dexterity save: on a failure it takes 2d10 force and is blinded until the start of your next turn; on a success, half damage and it can still see. Her hardest-hitting spell, and it hits several at once. Each slot above 2nd adds 1d10.

Arcane Ward

Spark of Magic · One free casting per long rest

Cast any one of these without a spell slot and without components — then not again until you finish a long rest.

Shield

Reaction · Self · 1 round

Triggered when you're hit by an attack or targeted by magic missile. +5 AC until the start of your next turn, applying against the triggering attack, and no damage from magic missile. Puts you at AC 18.

Mage Armor

Action · Touch · 8 hours

A willing creature wearing no armor gets a base AC of 13 + Dex. On Mina that is AC 15 — but only with the leather off, since it replaces her armor rather than adding to it.

Sanctuary

Bonus action · 30 ft · 1 minute

Any creature that targets the warded creature with an attack or harmful spell must make a Wisdom save or lose the attack / pick a new target. Doesn't stop area effects. Breaks the moment the protected creature attacks, casts a spell affecting an enemy, or deals damage.

Ability Scoreseditable

Tap a score to change it · everything below updates

Str−18
Dex+214
Con+112
Int+214
Wis+010
Cha+419

Saving Throws

● proficient

  • Strength−1
  • Dexterity+4
  • Constitution+1
  • Intelligence+2
  • Wisdom+0
  • Charisma+6

Skills

● proficient · ◎ expertise · +1 Jack of All Trades on the rest

  • AcrobaticsDex+4
  • Animal HandlingWis+1
  • ArcanaInt+3
  • AthleticsStr+0
  • DeceptionCha · expertise+8
  • HistoryInt+3
  • InsightWis+1
  • IntimidationCha+6
  • InvestigationInt+3
  • MedicineWis+1
  • NatureInt+3
  • PerceptionWis+1
  • PerformanceCha · expertise+8
  • PersuasionCha+6
  • ReligionInt+3
  • Sleight of HandDex+4
  • StealthDex+3
  • SurvivalWis+1

Proficiencies

Weapons & armor

Performance weapons — whip, throwing knives, shortbow, rapier, shortsword. Light armor.

Tools

Disguise kit, instrument artisan's kit, hurdy-gurdy, barrel organ.

Languages

Common, Halfling.

Purseeditable

Funded by sympathetic siblings

100 gp · 10 sp · 30 cp

Carriededitable

Armor & weapons

  • Light leather armor AC 13 · for stage fighting
  • Stage rapier 1d8 piercing, finesse
  • Whip 1d4 slashing, finesse, reach
  • Throwing knives 1d4 piercing, thrown 20/60
  • Trick shortbow 1d6 piercing, 80/320
  • Small sheathed dagger at the hip

The Act

Instruments & performance

Hurdy-gurdy Instrument artisan kit Juggling balls & pins Close-up magic props Paper parasol Dancing fans Twirling baton Pom-poms Ventriloquist dummy of Mina Set of puppets Disguise kit Stage makeup

The Wardrobe

Costume, and then some

Stage costumes for every act 15 dresses Fine traveling clothes 6 pairs of shoes 3 wigs Costume jewelry 2 sets of fancy jewelry Undergarments Legwear Sun hat Umbrella

Comforts

Woefully unprepared, extremely well packed

12-person fine china tea set 2 sets of bedding Pillow Travel neck pillow A blankie Sir Bearington Lady's bath set Non-perishable food Waterskin Tummy medicine Portable charging perch Coin purse

Chester A. Bum

Luggage

A chest-of-drawers-like trunk that opens into a portable wardrobe, plus a matching luggage set. The letterman bag carries the smaller personal things; the backpack carries food.

Reference board of vintage steamer trunks that open into portable wardrobes, and a matching striped luggage set

Notes

Session log

Nothing written yet.

Who She Is

Traits · Ideal · Bond · Flaw

Personality Traits

Nobody stays angry at me or around me for long, since I can defuse any amount of tension.

I change my mood or my mind as quickly as I change key in a song.

Ideal

Beauty. When I perform, I make the world better than it was.

Bond

I will do anything to prove myself capable to my family.

Flaw

I wear my heart on my sleeve and have trouble keeping my true feelings hidden.

Appearance

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On the Road

Termina “Mina” Junius, youngest of 9 children in the mercantile dynasty of Lunareth artificers, a plucky, self-assured recent graduate of the Royal Academy of Fine Arts. Fair of skin, befreckled of face, with a mop of fluffy curly auburn hair and eyes as verdant as new spring growth, she stands at a towering, for a halfling, 106 cm (3½ ft) and weighs around 25 kg (55 lbs).

Dressed, in her own words, plainly and practically for the road, she's wearing a sturdy and well-made pair of dark chocolate brown leather high-top traveling boots, nice burgundy leather breeches, a white peasant blouse with golden musical note embroidery on the voluminous sleeves, neckline and collar, waistcoat of matching burgundy short-fiber fine velvet, gold buttons, diamond pattern quilting with deep blue alternating rhombie, brown leather waist-hugging open chest coat, a lovely blue beretta with a colorful plume in it and a dark navy wool cloak to cover under in the rain.

Mina is fond of jewelry, receiving a whole treasure trove of it throughout her life, and she wears something new every performance. There's a coil of braided leather around her hips, and a small sheathed dagger. She has a cross-body letterman bag in the same fine leather and a sturdy pack on her back, filled to the brim with useful (mostly useless) things for the road.

Backstory

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The Road Less Traveled

Although her family forged a clear path for her, she took the road less traveled and changed schools after a first year of formal education. Her training in the science of magic was just enough to realise her desired path, so Mina, after creating a self-playing hurdy-gurdy, decided to pursue music instead of her family tradition.

Even though the relationship with her parents can only be described as cordial, she hid the transfer and the subsequent graduation, sending vague letters home, unwilling to face the consequences of familial disobedience. Her numerous siblings, who help out with the business or have adult lives of their own, mostly stay out of hers, though she is close with one of her sisters, Tertia, and the twins Sextus and Septimus. The siblings in the know encouraged Mina's pursuit and supplied her with additional finances and gear before she set out to find fame and fortune.

Spoiled, Never Rotten

Mina grew up in the wealthier part of the city, enjoyed great food and drink, lodged in the nicest dormitory and got used to all the little luxuries a comfortable life provides. She was, admittedly, spoiled, but never rotten. An open-minded, friendly and easygoing individual, Mina's not without a flaw or two.

With a high echelon upbringing and a taste for fineries, she's woefully unprepared for the harsh realities of life outside the capital and clueless about a lot of goings on in the lower classes of society. In fact, she might be snooty and condescending at times, but her fun-loving nature frequently overrides whichever prejudice towards simpler things she might have.

Why She Said Yes

She'd received a mysterious invitation to join a guild right as her journey began and that sounded like a proper mischief, so she decided to join.

She wishes for an exciting adventure-filled life of a traveling bard, for tales to tell in the future, for fame and glory. But, most of all, she wants her own life — and for people to finally call her friends.

By Popular Demand

Entertainer background feature

You can always find a place to perform — an inn, a tavern, a circus, a theater, or a noble's court. You receive free lodging and food of a modest or comfortable standard as long as you perform each night. Performing makes you something of a local figure, and when strangers recognize you, they tend to like you.

House Junius

Mercantile dynasty of Lunareth artificers

  • Portia Augusta Mother · business
  • Aurelius Tedius Father · engineering
  • Prima Heiress
  • Secundus Politician
  • Tertia Close · beauty parlors
  • Quartus
  • Quinta
  • Sextus Close · twin, inventor
  • Septimus Close · twin, inventor
  • Octavia
  • Termina “Mina” Ninth · you

The Parents

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Portia Augusta — Mother

Handles the business side of things and has many connections both in the old country and in the clan's new homeland. She's loving and used to be a bit overbearing with her older children, but somewhere along the way became far less hands-on in their upbringing.

A smart, shrewd businesswoman who has very little time for anything that doesn't pertain to growing their empire. Her children are either handling themselves or helping each other before she has to step in. Even though she ultimately wants them to be happy, it's more important that everyone in the family prospers financially or socially, moving up the ladder so to speak. Her favorites are Prima and Secundus.

Aurelius Tedius — Father

Takes care of engineering and production, constantly in the workshops or factories, innovating, improving, developing and taking charge of their employees. A talented mechanical engineer — knowledgeable, extraordinarily educated, brilliant in all things magic-tech, but helpless when it comes to marketing and business.

His approach to parenting is softer, and he roots for his children to enjoy their callings as much as he does — though he assumes everyone shares his interest in his way of life and work. He relies on his wife for guidance with the kids, but steps in when peacekeeping is needed among the siblings. His favorites are the mischievous twins.

The Siblings

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Prima — The Heiress

The first-born heiress to the estate, she handles the family's business like it's her own, helping her parents day and night. Takes after their mother a lot, even though her softer side comes out at family gatherings.

Currently the most eligible bachelorette among her peers, she's not interested in building a family just yet because of the workload she runs daily. A parentified older sister, she knows just enough of what goes on in the family to keep tabs on everyone — but doesn't interfere unless absolutely necessary.

Secundus — The Schemer

An ambitious son and the outward pride of the family, with a promising political career and a footing in the largest guild, and plans for even bigger things in the making. Scheming, conniving, nearly omnipotent, he knows a lot more than he should.

He figured out the whole sibling plan without leaving his headquarters, and has useful people everywhere. Dreams of a high position and an empire of his own — bigger and richer than his sister's.

Tertia — The Confidant

A kind and loving older sibling who frets for everyone's happiness, the big sister who will take care of you whether you like it or not. Owns and operates a small chain of beauty parlors in the city, with a reputation as a reliable confidant to her high-born clients — she has enough leverage and knowledge for favors, but uses it rarely.

In a secret on-again-off-again relationship with one of her lady clients.

Sextus & Septimus — The Twins

A chaotic genius duo of inventors working for their father, prank-loving and mischievous. They supported Mina's ideas for the fun of it, helped pull funds and hide her preparations from the rest of the family, and are happy to modify any magitech for their siblings purely out of curiosity.

They built Eye-Spy. They openly dislike Secundus for being a tryhard.

Mina

Green eyes · Fair skin · Auburn hair · 106 cm

Full-length portrait of Mina Junius: a red-haired halfling in a blue plumed beret, burgundy velvet waistcoat, white embroidered blouse and navy cloak, holding a rapier
Termina “Mina” Junius · 20

Eye-Spy

ISN33M10 Portable Assistant

A small mechanical hummingbird of brass and green-patinated metal in flight

Chester A. Bum

Luggage reference

Reference board of vintage steamer trunks that open into portable wardrobes, and a matching striped luggage set

Backup

Carry both characters to another device

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