<div class="floatright"><strong><span class="bbc_size" style="font-size: 3.95em;">Vin</span></strong> (https://www.dndbeyond.com/profile/ElayneTrakand/characters/18822198)<br/>(https://i.imgur.com/tXuNUgt.jpg)</div>Race: Half-Elf<br/>Class: Bard (College of Glamour) Lvl 3<br/>Alignment: Innate-Chaotic good/ Magically Induced- Lawful Neutral<br/>Background: Entertainer<br/><br/>Gender: Female<br/>Age: 19<br/>Sexuality: Bi, but prefers women<br/><br/><strong>Appearance:</strong>Vin is a young half-elf slave with dark brown hair and lightly tanned skin. She is on the taller end of average and is generally considered beautiful. On her back is the image of a chain loop nestled between her shoulder blades. The chain glows amethyst purple and when anything that might cover it is placed over it shines brighter to show through the covering material.<br/><strong>Wearing:</strong>Vin is currently in a tight-fitting black sheer garment that is remarkably tough and resilient for how transparent it is. As well as a silver collar fastened around her throat.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vitals</div><div class="spoiler_body"><strong>HP:</strong> 18 / 18<br/><strong>AC:</strong> 16<br/><strong>Passive Perception:</strong> 16<br/><strong>Passive Investigation:</strong> 12<br/><strong>Passive Insight:</strong> 14<br/><br/>Dark Vision: 60 ft<br/>Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Conditions</div><div class="spoiler_body"><br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">karada(rope harness), collar, shackles</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bardic Inspiration</div><div class="spoiler_body">You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.<br/>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br/>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.<br/>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</div></div> BA 4/4<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Song of Rest</div><div class="spoiler_body">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 by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.<br/>The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.</div></div> during short rest<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mantle of Inspiration</div><div class="spoiler_body"> When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigour and speed.<br/>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.<br/>The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.</div></div> BA shares uses with Bardic Inspiration<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Enthralling Performance</div><div class="spoiler_body">Starting at 3rd level, you can charge your performance with seductive, fey magic.<br/>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.<br/>If a target succeeds on its saving throw, the target has no hint that you tried to charm it.<br/>Once you use this feature, you can’t use it again until you finish a short or long rest.</div></div> 1min 1/1<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Entertainer/ By Popular Demand</div><div class="spoiler_body">You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spell Slots</div><div class="spoiler_body">1st: 4 / 4<br/>2nd: 2 / 2<br/>3rd: 0 / 0<br/>4th: 0 / 0<br/>5th: 0 / 0<br/>6th: 0 / 0<br/>7th: 0 / 0<br/>8th: 0 / 0<br/>9th: 0 / 0</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spell List</div><div class="spoiler_body">Cantrips: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minor Illusion</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>30ft./5ft.<br/><br/>Components:<br/>S, M(a bit of fleece)<br/>Duration:<br/>1 minute<br/>Source:<br/>PHB, pg. 260<br/>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.<br/>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.<br/>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.<br/>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.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vicious Mockery</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V<br/>Duration:<br/>Instantaneous<br/>Attack/Save:<br/>WIS 15<br/>Source:<br/>PHB, pg. 285<br/>You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.<br/>This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</div></div><br/>1st: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Comprehend Languages (R)</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Self<br/>Components:<br/>V, S, M(a pinch of soot and salt)<br/>Duration:<br/>1 hour<br/>Source:<br/>PHB, pg. 224<br/>For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br/>This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Detect Magic (R C)</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Self/30ft.<br/><br/>Components:<br/>V, S<br/>Duration:<br/>Concentration, up to 10 minutes<br/>Source:<br/>PHB, pg. 231<br/>For the duration, you sense the presence of magic within 30 feet 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/>The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Healing Word</div><div class="spoiler_body">Casting Time:<br/>1 bonus action<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V<br/>Duration:<br/>Instantaneous<br/>Source:<br/>PHB, pg. 250<br/>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.<br/>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.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Identify (R)</div><div class="spoiler_body">Casting Time:<br/>1 minute<br/>Range/Area:<br/>Touch<br/>Components:<br/>V, S, M(a pearl worth at least 100 GP and an owl feather)<br/>Duration:<br/>Instantaneous<br/>Source:<br/>PHB, pg. 252<br/>You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.<br/>If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.</div></div><br/>2nd: <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lesser Restoration</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Touch<br/>Components:<br/>V, S<br/>Duration:<br/>Instantaneous<br/>Source:<br/>PHB, pg. 255<br/>You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Suggestion (C)</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>30ft.<br/>Components:<br/>V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<br/>Duration:<br/>Concentration, up to 8 hours<br/>Attack/Save:<br/>WIS 15<br/>Source:<br/>PHB, pg. 279<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 the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br/>The target must make a Wisdom 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.<br/>You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.<br/>If you or any of your companions damage the target, the spell ends</div></div><br/>3rd:<br/>4th:<br/>5th:<br/>6th:<br/>7th:<br/>8th:<br/>9th:</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body">Str (11): +0<br/>Dex (16): +3<br/>Con (10): +0<br/>Int (12): +1<br/>Wis (14): +2<br/>Cha (20): +5</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><strong>Strength</strong><br/>Athletics: +1<br/><strong>Dexterity</strong><br/>Acrobatics: +5<br/>Sleight of Hand: +5<br/>Stealth: +4<br/><strong>Intelligence</strong><br/>Arcana: +2<br/>History: +2<br/>Investigation: +2<br/>Nature: +2<br/>Religion: +2<br/><strong>Wisdom</strong><br/>Animal Handling: +3 <br/>Insight: +4<br/>Medicine: +3<br/>Perception: +6<br/>Survival: +3<br/><strong>Charisma</strong><br/>Deception: +7<br/>Intimidation: +6<br/>Performance: +9<br/>Persuasion: +7</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Back Story</div><div class="spoiler_body">When Vin was little she trained in a small town called [insert here] as a performer. She learned all manner of instruments, singing, acrobatics and some minor magic tricks. She became very adept at reading her crowds and determining what might appease them most. On her 18th birthday, she was sent to go attempt to make a name for herself in the growing metropolis of Kingshearth and she went off excited and by herself... <br/><br/>One night Vin was sitting by her campfire playing her lute and singing a peppy excitable toon (akin to an Irish folk song). Over the noise of her music and night vision ruined by the fire, she didn't notice as a member of the local bandit gang snuck up behind her and knocked her unconscious. When she awoke she found herself stripped naked and tied to a post in the centre of a fairly large encampment of roughly dressed people. Looking around she noticed all of her possessions, including her clothes being distributed amongst the bandits. Noticing she was awake the leader of the bandits walked up holding a shimmering disk with raised lines forming an interlocking loop of chains about 5 inches wide. Shoving Vin to the ground and pressing his foot into her back he pressed the arcane sigil between her shoulder blades.<br/><br/>Gasping in shock as she felt the Mark of Servitude infuse itself into her skin. The bandit leader chuckled at her reaction and told her how it would compel her to do as he instructed and would prevent her from attacking him. Then to prove his point he ordered Vin to dance. Vin was then compelled to do as he commanded, just not necessarily what he meant... She began to do the minuet. Bemused he ordered her to do something more arousing, and Vin had to comply. <br/><br/>After proving his point he told her not to move more off a platform in the centre of camp and tied her up and ran a leash to the centre post, still not completely trusting to the magic of the brand to keep her there. He then proceeded to tell the other bandits that they could oggle, torment and harass their new slave as much as they like, but not rape her, as their employer wanted a virgin.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Story so Far</div><div class="spoiler_body">After an extremely rough night at the hands of the bandits, Vin was rescued by a group of as of yet scouts from a caravan in quite the fight. Vin tried to assist in the fight but the magic of the slave brand stopped her from doing much.</div></div>