<div class="floatleft">(https://s-media-cache-ak0.pinimg.com/736x/25/09/51/2509516c5e1ebd99cc593bdce59ee338.jpg)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Name:Meriele Thorngage<br/>Race: Half-Elf<br/>Alignment: Chaotic Good<br/>Background:Entertainer<br/>Skill Proficiencies: Acrobatics, Performance <br/><br/>Tool Proficiencies: Disguise kit, Thieves Tools<br/><br/>Equipment: Thieves Tools, <br/> a costume(4lbs), and a belt pouch (1lbs)containing 15 gp<br/><br/>F e a t u r e :  B y P o p u l a r D e m a n d<br/>You can always find a place to perform , usually in an <br/>inn or tavern but possibly with a circus, at a theater, or <br/>even in a noble’s court. At such a place, you receive free <br/>lodging and food o f a modest or comfortable standard <br/>(depending on the quality o f the establishment), as <br/>long as you perform each night. In addition, your <br/>performance makes you something of a local figure. <br/>W hen strangers recognize you in a town where you have <br/>perform ed, they typically take a liking to you.<br/><br/>Entertainer Routine: Dancer,Juggler and Tumbler<br/><br/>Personality:<br/>Nobody stays angry at me or around me for long, since <br/>I can defuse any amount of tension.<br/><br/>I’m a hopeless romantic, always searching for that <br/>“special someone.”<br/><br/>Ideal:<br/>Honesty. Art should reflect the soul; it should come <br/>from within and reveal who we really are. (Any)<br/><br/>Bond:<br/>I would do anything for the other members of my <br/>old troupe.<br/><br/>Flaw:<br/>I’m a sucker for a pretty face.<br/><br/>Carry Capacity: 120 lbs<br/><br/>Push,Drag or lift: 240<br/><br/>Class:Bard(College of Lore)/3<br/> <br/><br/>Str:     8<br/>Dex: 16<br/>Con: 14<br/>Int:   10<br/>Wis: 12<br/>Cha: 16<br/><br/>HP:24<br/><br/>Proficiency Bonus: +2<br/><br/>Weapons:<br/>Rapier   AB:5 1d8+3 piercing 2 lb. Finesse<br/>Dagger AB:5 1d4+3 piercing 1  lb. Finesse, light, thrown  (range 20/60)<br/>Armor:<br/>Leather  11 +3=14 10 lb<br/>Racial Traits:<br/><br/>Speed.  Your base walking speed is 30 feet. <br/><br/>Darkvision.  Thanks to your elf blood, you have <br/>superior vision in dark and dim conditions. You can <br/>see in dim light within 60 feet of you as if it were bright <br/>light, and in darkness as if it were dim light. You can’t <br/>discern color in darkness, only shades o f gray.<br/><br/>Fey Ancestry.  You have advantage on saving throws <br/>against being charmed, and magic can’t put you to sleep.<br/><br/>Skill Versatility. You gain proficiency in two skills <br/>of your choice.<br/><br/>Languages.  You can speak, read, and write Common, <br/>Elvish, and Sylvan<br/><br/>Class Traits:<br/><br/>Armor: Light armor<br/><br/>Weapons: Simple weapons, hand crossbows, <br/>long swords, rapiers, short swords <br/><br/>Tools: Singing,Dancing,Pan Flute<br/><br/>Saving Throws: Dexterity, Charisma <br/><br/>Skills:  Choose any three<br/><br/>Ba rd i c  Inspiration<br/><br/>You can inspire others through stirring words or music. <br/>To do so, you use a bonus action on your turn to choose <br/>one creature other than yourself within 60 feet of you <br/>w ho can hear you. That creature gains one Bardic <br/>Inspiration die,  a d6.<br/><br/>Once within the next  10 minutes, the creature can roll <br/>the die and add the number rolled to one ability check, <br/>attack roll, or saving throw it makes. The creature can <br/>wait until after it rolls the d20 before deciding to use the <br/>Bardic Inspiration die, but must decide before the DM <br/>says whether the roll succeed s or fails. Once the Bardic <br/>Inspiration die is rolled, it is lost. A creature can have <br/>only one Bardic Inspiration die at a time.<br/><br/>You can use this feature a number o f times equal <br/>to your Charisma modifier (a minimum o f once). You <br/>regain any expended uses w hen you finish a long rest.<br/>Your Bardic Inspiration die changes w hen you reach <br/>certain levels in this class. The die b e co m e s a d8 at 5th <br/>level, a d 10 at  10th level, and a d l 2 at  15th level.<br/><br/>J a c k   o f  A l l  T r a d e s<br/>Starting at 2nd level, you can add half your proficiency <br/>bonus, rounded down, to any ability check you make that <br/>doesn’t already include your proficiency bonus.<br/><br/><br/>S o n g   o f  R e s t<br/>Beginning at 2nd level, you can use soothing music or <br/>oration to help revitalize your wounded allies during <br/>a short rest. If you or any friendly creatures w ho can <br/>hear your performance regain hit points at the end o f <br/>the short rest, each o f those creatures regains an extra <br/>1d6 hit points.<br/>The extra hit points increase when you reach certain <br/>levels in this class: to  1d8 at 9th level, to  1d 10 at  13th <br/>level, and to  1d 12 at  17th level.<br/><br/>B a r d  C o l l e g e<br/>At 3rd level, you delve into the advanced techniques o f <br/>a bard college o f your choice: the College o f Lore or the <br/>College o f Valor, both detailed at the end o f the class <br/>description. Your choice grants you features at 3rd level <br/>and again at 6th and  14th level.<br/><br/>E x p e r t i s e<br/>At 3rd level, choose two o f your skill proficiencies. Your <br/>proficiency bonus is doubled for any ability check you <br/>make that uses either of the chosen proficiencies.<br/>At 10th level, you can choose another two skill <br/>proficiencies to gain this benefit.<br/><br/>C o l l e g e   o f  L o r e<br/>Bards o f the College o f Lore know something about <br/>most things, collecting bits o f knowledge from sources <br/>as diverse as scholarly tom es and peasant tales. <br/>Whether singing folk ballads in taverns or elaborate <br/>com positions in royal courts, these bards use their gifts <br/>to hold audiences spellbound. W hen the applause dies <br/>down, the audience m embers might find themselves <br/>questioning everything they held to be true, from their <br/>faith in the priesthood o f the local temple to their <br/>loyalty to the king.<br/>The loyalty o f these bards lies in the pursuit o f beauty <br/>and truth, not in fealty to a monarch or following the <br/>tenets o f a deity. A noble w ho keeps such a bard as a <br/>herald or advisor knows that the bard would rather be <br/>honest than politic.<br/>The college’s members gather in libraries and <br/>sometimes in actual colleges, complete with classrooms <br/>and dormitories, to share their lore with one another. <br/>They also meet at festivals or affairs o f state, where they <br/>can expose corruption, unravel lies, and poke fun at self- <br/>important figures o f authority.<br/><br/>B o n u s  Proficiencies<br/>W hen you join the College o f Lore at 3rd level, you gain <br/>proficiency with three skills of your choice.<br/><br/>C u t t i n g W o r d s<br/>Also at 3rd level, you learn how to use your wit to <br/>distract, confuse, and otherwise sap the confidence and <br/>competence o f others. W hen a creature that you can <br/>see within 60 feet o f you makes an attack roll, an ability <br/>check, or a damage roll, you can use your reaction to <br/>expend one o f your uses o f Bardic Inspiration, rolling <br/>a Bardic Inspiration die and subtracting the number <br/>rolled from the creature’s roll. You can choose to use <br/>this feature after the creature makes its roll, but before <br/>the DM determines whether the attack roll or ability<br/>check succeeds or fails, or before the creature deals its <br/>damage. The creature is immune if it can’t hear you or if <br/>it’s immune to being charmed.<br/><br/>Skills:<br/>Arcana:      2=0+2<br/>Acrobatics:      5=3+2<br/>Deception:      5=3+2<br/>Insight:      3=2+1<br/>Investigation:      2=0+2<br/>Perception:      3=2+1<br/>Performance:      5=3+2<br/>Persuasion:      5=3+2<br/>Sleight of Hand :   5=3+2<br/>Stealth:       5=3+2<br/><br/>Equipment:<br/>•  (a) a rapier                     2lbs <br/>•  (b) an entertainer's pack: Includes a backpack(5lbs), a bedroll(,7lbs)<br/>         2 costumes(8lbs), 5 candles, 5 days of rations(10lbs), a waterskin(5lbs), and a <br/>         disguise kit(3lbs). This pouch o f cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.   38lbs<br/>•  (b) Pan Flute                    2lbs<br/>•  Leather armor and a dagger             11lbs<br/>• Thieves tools                   1lbs<br/>• Trinket(A small packet filled with pink dust)      0lbs<br/>• Manacles X2                      12lbs<br/>• Blanket                     3lbs<br/>•  2 50 ft ropes                     20lbs<br/>•  2 man tent                     20lbs<br/>•  Soap                      0lbs<br/>•  Whetstone                     1lbs<br/>•  Mess Kit                     1lbs<br/>•  Steel Mirror                     .5lbs<br/>•  Sack                        .5lbs<br/>Total Weight:                     117lbs<br/>•  1gp<br/>• 2 sp<br/>• 6 cp<br/>Spells:<br/>Cantrips:2<br/><br/>B l a d e W a r d<br/>Abjuration cantrip<br/>Casting Time:  1  action <br/>Range: Self <br/>Components: V, S <br/>Duration:  1  round<br/>You extend your hand and trace a sigil o f warding in the <br/>air. Until the end o f your next turn, you have resistance <br/>against bludgeoning, piercing, and slashing damage <br/>dealt by weapon attacks.<br/><br/>Prestidigitation<br/>Transmutation cantrip<br/>Casting Time:  1  action <br/>Range:  10 feet <br/>Components: V, S <br/>Duration: Up to  1  hour<br/>This spell is a minor magical trick that novice <br/>spellcasters use for practice. You create one o f the <br/>following magical effects within range:<br/>•  You create an instantaneous, harm less sensory effect, <br/>such as a show er o f sparks, a puff o f wind, faint musi­<br/>cal notes, o r an odd odor.<br/>•  You instantaneously light or snuff out a candle, a <br/>torch, or a small campfire.<br/>•  You instantaneously clean or soil an object no larger <br/>than 1  cubic foot.<br/>•  You chill, warm, or flavor up to  1  cubic foot o f nonliv­<br/>ing material for 1  hour.<br/>•  You make a color, a small mark, or a symbol appear <br/>on an object or a surface for 1  hour.<br/>•  You create a non magical trinket or an illusory image <br/>that can fit in your hand and that lasts until the end o f <br/>y our next turn.<br/>If you cast this spell multiple times, you can have up to <br/>three o f its non-instantaneous effects active at a time, <br/>and you can dismiss such an effect as an action.<br/><br/>Spells known: 6<br/><br/>1st level spells:4<br/><br/>Cure Wounds<br/>Casting Time:  1  action <br/>Range: Touch <br/>Components: V, S <br/>Duration: Instantaneous<br/>A creature you touch regains a number o f hit points <br/>equal to  1d8 + your spellcasting ability modifier. This <br/>spell has no effect on undead or constructs.<br/>A t Higher Levels. When you cast this spell using a <br/>spell slot o f 2nd level or higher, the healing increases by <br/>1d8 for each slot level above  1st.<br/><br/>Dissonant Whispers<br/>Casting Time:  1  action <br/>Range: 60 feet <br/>Components: V <br/>Duration: Instantaneous<br/>You whisper a discordant melody that only one creature <br/>o f your choice within range can hear, wracking it with <br/>terrible pain. The target must make a Wisdom saving <br/>throw. On a failed save, it takes 3d6 psychic damage and <br/>must immediately use its reaction, if available, to move <br/>as far as its speed allows away from you. The creature <br/>doesn’t move into obviously dangerous ground, such <br/>as a fire or a pit. On a successful save, the target takes <br/>half as much damage and doesn’t have to move away. A <br/>deafened creature automatically succeeds on the save.<br/>A t Higher Levels. When you cast this spell using a <br/>spell slot o f 2nd level or higher, the damage increases by <br/>1d6 for each slot level above  1st.<br/><br/>Healing Word<br/>Casting Time:  1  bonus action <br/>Range: 6 0 feet <br/>Components: V <br/>Duration: Instantaneous<br/>A creature o f your choice that you can see within range <br/>regains hit points equal to  1d4 + your spellcasting <br/>ability modifier. This spell has no effect on undead <br/>or constructs.<br/>A t Higher Levels. W hen you cast this spell using a <br/>spell slot o f 2nd level or higher, the healing increases by <br/>1d4 for each slot level above  1st.<br/><br/>Thunderwave<br/>Casting Time:  1  action <br/>Range: S e l f (15-foot cube)<br/>Components: V, S <br/>Duration: Instantaneous<br/>A wave o f thunderous force sweeps out from you. Each <br/>creature in a  15-foot cube originating from you must <br/>make a Constitution saving throw. On a failed save, a <br/>creature takes 2d8 thunder damage and is pushed  10 <br/>feet away from you. On a successful save, the creature <br/>takes half as much damage and isn’t pushed.<br/>In addition, unsecured objects that are completely <br/>within the area o f effect are automatically pushed 10 feet <br/>away from you by the spell’s effect, and the spell emits a <br/>thunderous boom audible out to 300 feet.<br/>A t Higher Levels. W hen you cast this spell using a <br/>spell slot o f 2nd level or higher, the damage increases by <br/>1d8 for each slot level above  1st<br/><br/>2nd level spells:2<br/><br/>Lesser Restoration x2<br/>Casting Time:  1  action <br/>Range: Touch <br/>Components: V, S <br/>Duration: Instantaneous<br/>You touch a creature and can end either one disease or <br/>one condition afflicting it. The condition can be blinded, <br/>deafened, paralyzed, or poisoned.<br/><br/>Backstory:<br/>Meriele was born to parents she never met but still had a father figure in her life , That is Eldon Thorngage ,The halfling bard her parents  dropped her off with. Eldon did not even see them after collecting his fees from the night before performance's he returned to his cart to find a baby left behind and at that moment he decided the next town he was going to which was a much bigger one then this one he would get a steady gig and raise her their. Thankfully he was not alone and had his young protege Anna Amblecrown   A 16 year old Half-Elf girl who was Eldon's assistant in his Stage Magician and Escape Artist act. Meriele surprisingly never bore any anger or resentment to whoever her parents were cause where they left her gave her an amazing adventurous life<br/><br/>As she grew up Anna(27 year's old) and Meriele (11 years old)grew to  be  fast friends  and despite help with her care as a baby they never came to consider each other siblings and preferred to be known as fast friends more then family. Eldon Anna and Meriele began their travels again now that  Meriele was old enough to travel and become his third Protege and assistant. <br/><br/>After some time though Eldon finally set  Anna on her own path as was his way to go and forge her own act  this graduation from apprentice was full of sharing memories and  good times  and the next day with a bitter sweet farewell for Anna(31 years old) and Meriele(15 years old). This lead to Meriele being the only apprentice for a good bit. She became gained more responsibilities and skills to aid in the act and was blooming in her art form.<br/><br/>5 years later, An elven women approached us after the show fascinated by our performance that evening and after much drinking and merriment. Eldon found a new apprentice Lia Amakiir(100 years old). Lia first struggled getting along with  Meriele but this did not make  the half-elf give up cause she was apart of the troupe now and they had to work together and  through  Meriele dedication to working with her to help prepare to work with Eldon she eventually broke through and earned her friendship and trust after breaking through the barrier caused by the tiny rift between Half-elf and elf. The became friends  and worked well together since then. Though finally the day came when it was Meriele's turn to set out on her own and make a name for herself. She traveled a bit and did some shows here and their but she thought to get and assistant and get her name out  their she submitted an application to be considered for the  Dragon's Land Reality show.<br/></div></div><br/>Image:<br/>Name: Meriele Thorngage<br/>Race:   Half-Elf<br/>Class:   Bard:3<br/>Simple Backstory:<br/>As a babe she was abandoned and raised by a  halfling bard name Eldon Thorngage. He and his current assistant help took care of the child and when she was old enough was taught the trade of a performer and went on the road with them when old enough.<br/>Eventually have training the new assistant she was sent on her way to build a name for herself and start her own Stage magician and Escape Artist act as she has been trained for. Her bright idea to get her name out their was to put in an application for the Dragon's Land Reality Show.<br/><br/>Kinks: Bondage, Tickling, Orgasm Denial, Emotional Intimacy, Sensory Deprivation, Feet, Stockings,Medical Restraints and Bondage while wearing clothes and Self Bondage .<br/>Turn offs: Incest Toilet play, Piss play, Scat, Mutilation, Rape play and  Water sports.