<div class="floatright">(https://i.imgur.com/GZmWeEu.jpg)<br/><div class="floatright"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Cinder<br/><span class="bbc_size" style="font-size: 8pt;"><em>Half Elf Rogue Arcane Trickster 8 CG</em><br/><strong>Background</strong> Entertainer --<br/><strong>AC</strong> 15 [Studded Leather] <strong>HP</strong> 43 <strong>Speed</strong> 30ft <strong>Init</strong> +3<br/><strong>Str</strong> 10 (0) <strong>Dex</strong> 18 (4) <strong>Con</strong> 10 (0) <strong>Wis</strong> 12 (1) <strong>Int</strong> 14 (2) <strong>Cha</strong> 16 (3) <br/><strong>Attacks</strong> per Action/1 <strong>Dagger +2</strong> +9 1d4+6 <strong>Dagger</strong> +7 1d4+4 <strong>Rapier</strong> +7 1d8+4  <strong>Shortbow</strong> +7 1d6+4<br/><strong>Spell DC</strong> 13 (DC 8 + 5 mod)<br/><strong>Cantrips</strong> Mage Hand, Minor Illusion, Prestidigitation<br/><strong>Magic</strong> Spell Slots: Lvl 8 = 4,2<br/>     1st: Charm Person, Detect Magic, Grease, Sleep<br/>     2nd: Invisibility, Suggestion<br/><strong>Skills</strong> <em>Acrobatics 7</em>, Animal Handling 1, <em>Arcana 5</em>, Athletics 2, <span class="bbc_u"><em>Deception 8</em></span>, History 2, Insight 1, Intimation 2, Investigation 2,  Medicine 1, Nature 2, <em>Perception 4</em>, <em>Performance 5</em>, <em>Persuasion 5</em>, Religion 2, <span class="bbc_u"><em>Sleight of Hand 10</em></span>, <span class="bbc_u"><em>Stealth 10</em></span>, Survival 1<br/><strong>Tools</strong> Thieves' Tools 7, Disguise kit 3, Lute 3<br/><strong>Magic Items:</strong> <em>Dagger +2</em>, <em>Chime of Opening</em>-- Strike it as an action, pointing it at an object within 120ft of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. 2 uses/day.<br/><strong>Items:</strong>Adventurer's Backpack with gear, torches, sleeping bag, rations<br/></span><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 8pt;"><br/><strong>Cunning Action.</strong> As a bonus action, Dash, Disengage, or Hide (once/turn)<br/><strong>Uncanny Dodge.</strong> As a reaction, Halve the damage from an attacker you see that hits you.<br/><strong>Evasion.</strong> When you succeed on a DEX save to take 1/2 damage, you take none. If you fail, you take 1/2 damage.<br/><strong>Fey Ancestry.</strong> Advantage on charmed saves and immune to sleep magic.<br/><strong>Lucky.</strong> You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, spend a luck point to roll an additional d20. You can choose to use a luck point after you roll the die but before the outcome is determined. You choose which result you want to use. You can spend a luck point if an attack roll is made against you. Choose the attacker's roll or yours. You regain expended luck points after a long rest.<br/><strong>Sneak Attack.</strong> 4d6 extra damage on an attack where you have advantage or another enemy of creature is within 5ft (1/turn)<br/><strong>Spellcasting</strong> per Arcane Trickster<br/><strong>Thieves' Cant.</strong> Convey  a secret message hidden in normal conversation.<br/></span></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magic spell descriptions</div><div class="spoiler_body">Verbal means you speak a magic word to activate it.<br/>Somatic means you make a hand gesture to activate it.<br/>Material means you need a component that burns up in the magic's activation (usually ignored, unless there is a GP cost involved)<br/>Concentration means you can only concentrate on maintaining one spell at a time. You lose concentration if you cast another before the duration is up.<br/><br/><strong>Mage Hand </strong>- 1 action, 30ft, 1minute (Verbal, Somatic)<br/>acts like a floating spectral 3rd hand. You can use it to manipulate an object, open an unlocked door or container, stow and retrieve things from bags, pour out vials, etc. It can't attack, activate magic items, or carry/pull more than ten pounds.<br/><br/><strong>Minor Illusion</strong>- 1 action, 30ft, 1minute (Somatic, Material)<br/>Create a sound or image of an object that lasts for an hour. 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, drums, anything you choose. If you create an object such as a chair, footprints or a small chest it can be no larger than a 5ft cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction reveals it to be an illusion because things can pass through it.<br/><br/><strong>Prestidigitation</strong>- 1 action, 10ft, 1hr, (Verbal, Somatic)<br/> This spell is a minor magical trick that novice spellcasters use for practice. Some of the things you can do with it are:<br/>-You can create an instantaneous harmless sensory effect like sparks, a puff of wind, or odors<br/>-You can instantaneously light or snuff a candle, a torch, or a small campfire<br/>-You can clean or soil an object no larger than 1 cubic foot<br/>-You chill, warm, or flavor up to 1 cubic foot of nonliving material for an hour.<br/>-You make a color, a small mark, or a symbol appear on an object or surface for an hour.<br/>-You can create a nonmagical trinket or illusory image that can fit in your hand that lasts for a turn.<br/><br/><strong>Charm Person</strong> 1 action, 30ft, 1hr, (Verbal, Somatic)<br/>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. <strong>At Higher Levels.</strong> You can target one additional creature for each slot level above 1st. The creatures need to be within 30ft of each other when you target them.<br/><br/><strong>Detect Magic</strong> 1 action, Self, Concentration up to 10minutes, (Verbal Somatic)<br/>For the duration, you sense the presence of magic within 30ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.<br/><br/>The spell can penetrate most barriers, but it is blocked by 1ft of stone, 1inch of metal, a thin sheet of lead, or 3ft of wood or dirt.<br/><br/><strong>Grease</strong> 1 action, 60ft, 1minute, (Verbal, Somatic, Material)<br/>Slick grease covers the ground in a 10ft square centered on a point within range and turns it into difficult terrain for the duration.<br/>When the Grease appears, each creature standing in its area must succeed on a DEX saving throw or fall prone. A creature that enters the area or end its turn there must also succeed on a DEX saving throw or fall prone.<br/><br/><strong>Sleep</strong> 1 action, 90ft, 1minute (Verbal, Somatic, Material)<br/>This spell sends creatures into a magical slumber. Roll 5d8; the total is how many Hit points of creatures this spell can affect. Undead and creatures immune to being charmed aren't affected by this spell. <strong>At Higher Levels</strong>add an additional 2d8 for each slot above 1st.<br/><br/><strong>Invisibility</strong> 1 action, Touch, Concentration, up to 1hr (Verbal, Somatic, Material)<br/>A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for the target that attacks or casts a spell. <strong>At Higher Levels</strong>you can target one additional creature for each slot above 2nd.<br/><br/><strong>Suggestion</strong> 1 action, 30ft, Concentration up to 8hours, Verbal, Somatic, Material)<br/>You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking a creature to stab or injure itself, or other obviously harmful act ends the spell. The target makes a WIS saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. you can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give his warhorse to the first beggar she meets. if the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target the spell ends.<br/></div></div></div></div></div></div>She had to admit, he was a crafty bastard. She hadn't heard him until he pressed the slick head of his cock on her bare back. A little tingle goes through her, right to her toes, making it hard to concentrate.<br/><br/><em>Hard. Hehe...</em><br/><br/>She sucks her lip. Yeah, she's got it bad.<br/><br/>But first, promises must be extracted. If he was a human, she'd probably just compel him to do it. Sure, she'd let him cum on her tits afterward, but first things first. Unfortunately, he's a fey, which means her compulsion magic is all but useless on him, just like his is useless on her. But that's the thing about the fey, you get a promise out of them, and that is its own sort of magic. She's about to begin the negotiation when he speaks...<br/><br/><em>How big of a hole?</em>She knew satyrs could be direct, but damn. No reason to be a prick about it.<br/><br/>"Look pal, it's not<em>that</em>big, okay? I'm sure you've got enough to fill it. I mean, I do my Kegel's like a good little slut, so it won't be like you're throwing a hotdog down a hallway or any--"<br/><br/>Cinder pulls a face.<br/><br/>"Oh,<em>that</em>hole."<br/><br/>She turns, considers the meaty phallus that is leveled at her chin. "I dunno, big enough to bury a man alive." She takes it with her hand, giving a few pumps. At the same time, she cups his sack, rolling his balls around on the palm of her hand. "But not too big for a strapping young buck like yourself.” A bead of clear precum forms on the tip of his swelling cock. She licks it, before taking it all the way into her mouth, sinking down to the hilt, to the warm carpet of hair that tickles her knows. The satyr can feel the wet warmth of her tongue, and then, her throat as it constricts around him.<br/><br/>On the upswing, she drags her tongue across the underside, from base to tip. At the same time, her hand continues to massage his balls. “I know your type,” she says with wet grin, “you’re all about plucking some blushing maid’s purity, and that’s all well and good, if all you want out of life is some quivering young thing that doesn’t know a cock from a codpiece.”<br/><br/>Full lips form a seal around the head of his cock. Teeth scrape deliciously against the purpling ridge. Her tongue laps gently and relentlessly against the tip. A strong, confident hand strokes his shaft.<br/><br/>“I’ve forgotten more than most girls will ever know about cock. And I promise you, you will not tire me out. So what will it be, nature-boy? Do I have your promise?” It’s very important, that she lay out the promise. He is fey, his word is his bond. “In the morning, you will uncover the hole that I will specify. In exchange, you can plow my holes all night along.”<br/><br/>Another playful lick, and then, a dangerous smile. “Whaddya say, do we have an accord?”