<div align="center"><div class="floatleft">(https://elliquiy.com/elluiki/images/d/d6/Esmerelda.jpeg)</div><br/><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Esmerelda Ahren (https://www.dndbeyond.com/profile/Namey/characters/19005244)</strong></span></span></div><br/><strong>Class/Level:</strong>Wizard 1<br/><strong>Background:</strong>Orzhov Representative<br/><strong>Race:</strong>Variant Human<br/><strong>Alignment:</strong>Chaotic Neutral<br/><br/><hr/><br/><strong>Ideals:</strong>I want to experience life! I want to be free!<br/><strong>Bonds:</strong>My family. The Ahrens are descended from Malikos Ahren of the Obzedat council. They are as wealthy as they are scary, but I can't deny they're loyal. Even if those loyalties lie only with coin and our bloodline.<br/><strong>Flaws:</strong>I'm nicer than most of my kin, but I am far from perfect. I've been mercenary, I've been cruel, and I've rarely regretted it.<br/><strong>Personality:</strong>I am accustomed to a wealthy lifestyle--a wealthy, BORING lifestyle. Responsibility is crushing. I have the heart of an adventurer--a free spirit. I will not be caged!<br/><strong>Orzhov Contacts:</strong>The spirit of my recently deceased grandfather haunts me, offering advice and scolding in equal measure.<br/><strong>Non-Orzhov Contacts:</strong>I once helped a Dimir Agent escape a sticky situation. She owes me big time.<br/><br/><hr/><br/><strong>Age:</strong>19<br/><strong>Height:</strong>5'6"<br/><strong>Weight:</strong>300 lbs<br/><strong>Eyes:</strong>Brown<br/><strong>Skin:</strong>Caramel<br/><strong>Hair:</strong>Black<br/><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>12<br/><strong>Initiative:</strong>+2<br/><strong>Speed:</strong>30'<br/><strong>Passive Perception:</strong>11<br/><strong>Hit Point Maximum:</strong>7<br/><strong>Hit Dice:</strong>1d6<br/><strong>Proficiency Bonus:</strong>+2<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><strong>Str:</strong>8 (-1)<strong>Dex:</strong>14 (+2)<strong>Con:</strong>12 (+1)<strong>Int:</strong>16 (+3)<strong>Wis:</strong>10 (0)<strong>Cha:</strong>14 (+2)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><br/><strong>Proficiencies:</strong>INT, WIS<br/><br/><strong>Str:</strong>-1<strong>Dex:</strong>+2<strong>Con:</strong>+1<strong>Int:</strong>+5<strong>Wis:</strong>+2<strong>Cha:</strong>+2<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong>Arcana, Insight, Intimidation, Investigation, Religion<br/><br/><strong>Acrobatics (Dex):</strong>+2<strong>Animal Handling (Wis):</strong>0<strong>Arcana (Int):</strong>+5<strong>Athletics (Str):</strong>-1<strong>Deception (Cha):</strong>+2<strong>History (Int):</strong>+3<strong>Insight (Wis):</strong>+2<strong>Intimidation (Cha):</strong>+4<strong>Investigation (Int):</strong>+5<strong>Medicine (Wis):</strong>0<strong>Nature (Int):</strong>+3<strong>Perception (Wis):</strong>0<strong>Performance (Cha):</strong>+2<strong>Persuasion (Cha):</strong>+2<strong>Religion (Int):</strong>+5<strong>Sleight of Hand (Dex):</strong>+2<strong>Stealth (Dex):</strong>+2<strong>Survival (Wis):</strong>0<br/><br/><br/><hr/><br/><strong>Languages:</strong>Common, Abyssal, Draconic, Elvish<br/><strong>Weapon Proficiences:</strong>Crossbow, Light, Dagger, Dart, Quarterstaff, Sling<br/><strong>Armor Proficiencies:</strong>None<br/><strong>Toolkits:</strong>None<br/><br/><strong>Features and Traits:</strong><br/><br/><em>Leverage</em>- You can exert leverage over one or more individuals below you in the guild’s hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.<br/><br/><em>Arcane Recovery</em>- Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.<br/><br/><em>War Caster</em>- You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.<br/><em>Variant ASI</em>- Two different ability scores of your choice increase by 1.<br/><br/><hr/><br/><strong>Attacks:</strong><br/><br/><em>Dagger</em>+4, 1d4+2 piercing, 20/60 range<br/><br/><hr/><br/><strong>Spells:</strong><br/><br/><span class="bbc_u">Cantrips</span><br/>Guidance<br/>Mage Hand<br/>Toll the Dead<br/><br/><span class="bbc_u">1st</span>●●<br/>Catapult<br/>Charm Person<br/>Command<br/>Find Familiar (Ritual)<br/>Shield<br/><br/><hr/><br/><strong>Equipment:</strong><br/><br/>0 GP<br/><br/>Spellbook<br/>Staff (Arcane Focus)<br/>Backpack<br/>Bedroll<br/>Clothes, Fine<br/>Dagger<br/>Mess Kit<br/>Pouch<br/>Rations (10 days)<br/>Rope, Hempen (50 feet)<br/>Tinderbox<br/>Torch<br/>Vestments<br/>Waterskin<br/><br/><hr/><br/><strong>Personality/History/Etc:</strong><br/><br/>Esmerelda Ahren was born into a most prominent bloodline in the Orzhov Syndicate, one stemming from a member on the Council itself. In any normal noble family, the trappings of wealth wouldn't be quite so literal, but in the Ahren family, loyalty to Malikos Ahren is an upmost priority. She never wanted to be an Advokist lawyer; her family determined it to be the best use for her intellect and charm. Her life was inherited, just like her wealthy lifestyle, and as such, most ever choice was dictated for her. Hell, she even has the spirit of her recently dead grandfather to hold her to it all, despite--or perhaps because of--her willful tendencies.<br/><br/>What she wants, truly, is to break free from the gilded cage of study, training, and interrogation practice. She wants to adventure--to experience the muck and ugliness and poorness of the world; to come close to death and to bring it swiftly to the enemies she meets along the way. She is not like her ancestor within the stuffy Obzedat, or her nagging grandfather spirit. She is alive, and she wants to feel alive!<br/><br/>And with this new organization underway, why not start off with the biggest (secret) fuck you to the family business? Pro bono work. Or better yet, making coin and then giving it to poor people! How novel that would be!<br/><br/><div style="text-align: right;">●○</div>