<span class="bbc_size" style="font-size: 8pt;"><em>OOC: After thinking it over one more time, since most all nobles are expected to be clerics, I thought it would be appropriate if I took the Variant Human and went Magic Initiate for some basic cleric spells -- kind of to show that she's gotten a basic cleric's education, but was never really good enough or interested enough to become an actual cleric. I hope that's fine!</em></span><br/><br/><div class="floatleft">(https://elliquiy.com/elluiki/images/b/bd/Princess_Lianna_dress.png) (https://elliquiy.com/elluiki/images/2/2f/Lianna_warlock_b.jpg)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Princess Lianna</div><div class="spoiler_body"><div align="center"><strong><span class="bbc_u"><span class="bbc_size" style="font-size: 16pt;">Character Sheet</span></span></strong></div><strong><span class="bbc_u">Princess Lianna of Alexandria</span></strong><br/><br/><strong>Race: Human</strong> (Variant)<br/><strong>Class (Level): Warlock 3</strong><br/><strong>Background:  Noble</strong><br/><strong>Languages: Common, Elvish, Sylvan</strong>  <br/><br/><strong>Proficiency Bonus: +2</strong>  <br/><br/><br/><br/><strong>Passive Perception: 10 | Passive Insight: 12</strong>  |<br/><br/><strong>Saving Throws</strong> Strength -1 | Constitution +1 | Dexterity +3 | Intelligence +0 | <strong>Wisdom +2</strong> | <strong>Charisma +5</strong><br/><strong>Armor Class: 13 (16 with Mage Armor)</strong><br/><strong>Initiative +3 | Speed: 30ft</strong>  |<br/><strong>Max Hit Points: 21</strong><br/><strong>Hit Dice: 3 * 1d8</strong><br/><br/><br/><br/><strong><span class="bbc_u">ATTRIBUTES</span></strong><br/>Strength 8 (-1) | Constitution 12 (+1) | Dexterity 16 (+3) | Intelligence 11 (+0) | Wisdom 10 (+0) | Charisma 16 (+3)<br/><br/><br/><br/><strong><span class="bbc_u">SKILLS</span></strong><br/><table class="bbc_table"><tbody><tr><td>Skill</td><td>Attribute</td><td>Bonus</td><td>Proficiency?</td><td>Total</td></tr><tr><td>Athletics</td><td>STR</td><td>-1</td><td></td><td>-1</td></tr><tr><td>Acrobatics</td><td>DEX</td><td>+3</td><td>+2</td><td>+5</td></tr><tr><td>Sleight of Hand</td><td>DEX</td><td>+3</td><td></td><td>+3</td></tr><tr><td>Stealth</td><td>DEX</td><td>+3</td><td>+2</td><td>+5</td></tr><tr><td>Arcana</td><td>INT</td><td>+0</td><td></td><td>+0</td></tr><tr><td>History</td><td>INT</td><td>+0</td><td>+2</td><td>+2</td></tr><tr><td>Investigation</td><td>INT</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Nature</td><td>INT</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Religion</td><td>INT</td><td>+0</td><td>+2</td><td>+2</td></tr><tr><td>Animal Handling</td><td>WIS</td><td>0</td><td></td><td>0</td></tr><tr><td>Insight</td><td>WIS</td><td>0</td><td>+2</td><td>+2</td></tr><tr><td>Medicine</td><td>WIS</td><td>0</td><td></td><td>0</td></tr><tr><td>Perception</td><td>WIS</td><td>0</td><td></td><td>0</td></tr><tr><td>Survival</td><td>WIS</td><td>0</td><td></td><td>0</td></tr><tr><td>Deception</td><td>CHA</td><td>+3</td><td>+2</td><td>+5</td></tr><tr><td>Intimidation</td><td>CHA</td><td>+3</td><td></td><td>+3</td></tr><tr><td>Performance</td><td>CHA</td><td>+3</td><td></td><td>+3</td></tr><tr><td>Persuasion</td><td>CHA</td><td>+3</td><td>+2</td><td>+5</td></tr></tbody></table><br/><strong>Tool Proficiencies: Instrument (Lyre)</strong><br/><br/><strong>Weapon Proficiencies: Simple weapons, all conjured Pact weapons</strong><br/><strong>Armor Proficiencies: Light armor</strong><br/><br/><br/><br/><strong><span class="bbc_u">FEATURES</span></strong><br/><br/><em><strong>Feat: Magic Initiate (Cleric).</strong></em> You learn two cantrips of your choice from the Cleric spell list. In addition, choose one 1st-level spell from that same list <strong>(Bless)</strong>. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.<br/><br/><span class="bbc_u"><strong>Otherworldly Patron (The Archfey):</strong></span><br/><em><strong>Fey Presence.</strong></em> As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.<br/><br/><em><strong>Pact Boon: Pact of the Blade.</strong></em> You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br/><br/><em><strong>Eldritch Invocation: Beguiling Influence.</strong></em> You gain proficiency in the Deception and Persuasion skills. <em>(Duplicate proficiencies placed in Insight and Stealth.)</em><br/><br/><em><strong>Eldritch Invocation: Armor of Shadows.</strong></em> You can cast <em>mage armor</em> on yourself at will, without expending a spell slot or material components.<br/><br/><em><strong>Position of Privilege.</strong></em> Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.<br/><br/><br/><br/><strong><span class="bbc_u">ADVENTURING GEAR</span></strong><br/>A scholar's pack:<br/>a backpack<br/>a book of lore<br/>a bottle of ink<br/>an ink pen<br/>10 sheets of parchment<br/>a little bag of sand<br/>a small knife<br/><br/>3 sets of fine clothes<br/>a vial of perfume<br/>a signet ring<br/>a sroll of pedigree<br/>an arcane focus (an orb with the appearance of a pure, solid drop of water)<br/>a dagger<br/>a purse containing 25gp<br/><br/><br/><br/><br/><strong><span class="bbc_u">WEAPONS AND CANTRIPS</span></strong><br/><br/><strong>Weapon: Dagger</strong>   <br/><strong>Finesse, light, thrown | Range: 20/60</strong><br/><strong>Attack Bonus: +5</strong><br/><strong>Damage: 1d4+3 piercing</strong><br/><br/><strong>Weapon: Rapier (conjured with Pact of the Blade)</strong><br/><strong>Finesse</strong><br/><strong>Attack Bonus: +5</strong><br/><strong>Damage: 1d8+3 piercing</strong><br/><strong>Other Effects: Magical</strong><br/><br/><strong>Weapon: Shortsword (conjured with Pact of the Blade)</strong><br/><strong>Finesse, light</strong><br/><strong>Attack Bonus: +5</strong><br/><strong>Damage: 1d6+3 piercing</strong><br/><strong>Other Effects: Magical</strong><br/><br/><br/><br/><strong><span class="bbc_u">SPELLS</span></strong><br/><br/><strong>Spellcasting Ability: Charisma (+3)</strong><br/><strong>Spell Save DC: 13</strong><br/><strong>Spell Attack Bonus: +5</strong> <br/><strong>Spell Slots: Two 2nd level spell slots</strong><br/>(+ one free cast of Bless per long rest)<br/><br/><em><strong>Friends (Enchantment cantrip).</strong></em> For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.<br/><br/><em><strong>Minor Illusion (Illusion cantrip).</strong></em> 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 the spell again. Physical interaction with the object reveals it to be an illusion, because things can pass through it. 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 DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature.<br/><br/><em><strong>Guidance (Divination cantrip).</strong></em> You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.<br/><br/><em><strong>Thaumaturgy (Transmutation cantrip).</strong></em> You manifest a minor wonder, a sign of supernatural power, within range. You create one minor magical effects within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.<br/><br/><strong><em>Bless (1st-level enchantment).</em></strong>[/i] You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. <strong><em>(One free cast of this spell per long rest, cannot use spell slots for it.)</em></strong>[/i]<br/><br/><strong><em>Hex (1st-level enchantment).</em></strong> You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A <em>remove curse</em> cast on the target ends this spell early.<br/><br/><em><strong>Armor of Agathys (1st-level abjuration).</strong></em> A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage. <em>(When cast as a 2nd-level spell).</em><br/><br/><em><strong>Enthrall (2nd-level enchantment).</strong></em> You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.<br/><br/><em><strong>Suggestion (2nd-level enchantment).</strong></em> 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 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 you or any of your companions damage the target, the spell ends.</div></div><br/><br/><br/>The youngest daughter of the Empress, Princess Lianna was always a bit of a wild child; at least as far as the royal family was concerned. Although she received a noblewoman's education and a cleric's initiation, she never showed too much interest (or talent) in her studies, and despite being educated in the divine arts, she was never fully initiated as a cleric.<br/><br/>If she could choose, Lianna would spend all her days running around in the woods, climbing trees, enjoying a wild rascal's life. Fortunately for her, in the eyes of the Empire, the only real duty for a young princess of the land was to be beautiful and loved -- and that Lianna was. Everyone could see Lianna would never be a threat to the crown, so no one thought of her as a politician. Instead, they took her as she was: a lively, excitable, sociable child, who grew up to be a kind, soft-spoken, well-mannered princess. All in all, a perfect, harmless figurehead to the royal family. Whenever she hadn't run away to "adventure" in the woods, that is.<br/><br/>Now eighteen years old, Lianna is to be wed to the distant Elven King, to form a political alliance. She isn't exactly thrilled about the idea, but she knows and understands it is her royal duty, and will do so without question. Her biggest sadness is not to marry a man she has never met before... but the fact that in all likelyhood, her care-free days of running around the world will be gone forever.<br/><br/>--<br/><br/><div class="floatright">(https://elliquiy.com/elluiki/images/0/09/Clythia.jpg)</div>When Lianna was sixteen, one of these adventures turned out to be more than she bargained for. In an unexplored corner of the woods, way further from the safety of the castle than she was ever allowed to go, Lianna stumbled into a sacred grove, guarded by an exceedingly powerful fey --<strong>Clythia, the Princess of the Nymphs.</strong><br/><br/>Intrigued by the human girl who stumbled into her domain, the nymph cast a powerful charm on Lianna and kept her as her companion for two days. By the end of that time, Clythia knew everything about Lianna, and felt a strange connection between the two. They were both princesses, both bound by their royal duties. But unlike Lianna who could still go out and explore the world and everything it had to offer, Clythia was forever physically bound to her grove as its guardian.<br/><br/>Clythia decided to use Lianna. She would form a strong bond between the two. She would give herself the ability to see and feel through Lianna, to explore the world through her. She would send Lianna out to the world, encourage her to experience everything she can. In exchange, Lianna would gain access to much of her ancient, beguiling fey powers.<br/><br/>Still under the nymph's charm, Lianna didn't have the willpower to resist the nymph, and was forced to form the pact. Unknown to anyone around her, Lianna had now become a warlock. A reluctant one -- but a warlock nevertheless. Lianna would vow to keep her powers hidden and never use them unless she absolutely had to... but her patron, Clythia the Nymph Princess, knew she would be unable to resist the temptation forever. No one could.