Race : Human (Variant : Fey-Touched) ....... Alignment : Chaotic Good
Patron : Hanali Elven Goddess of Art and Beauty
Class(es) : Enforcer - 5
Background : Faction Agent (Harpers) ....... Inspiration : 1 ....... Proficiency Bonus : 3
Constitution : 14 (+2 / +5) ....... Dexterity ... : 16 (+3 / +3) ....... Wisdom . : 10 (+0 / +0)
Strength ..... : 10 (+0 / +0) ...... Intelligence : 15 (+2 / +2) ....... Charisma : 08 (-1 / -1)
Total HP : 47 ....... Temp HP : 0 ....... AC : 17 ....... Initiative : +3 ....... Speed : 30
Spell Slots ....... Spell Attack : +5 ....... Spell DC : 13
..... First ... : 4/2
..... Second : 3/3
Spells Known
c-Fierce Aura ............ 1-Absorb Elements ....... 2-Levitate
c-Prestidigitation ....... 1-Frightful Presence ..... 2-Misty Step
c-Vicious Mockery ...... 1-Hideous Laughter ..... 2-Web
............................... 1- Shield
Skills
Acrobatics .........* (Dex) ... +6 ............... Medicine ............. (Wis) ... +0
Animal Handling ... (Wis) ... +0 ............... Nature ................. (Int) ... +2
Arcana ................. (Int) ... +2 ............... Perception .........* (Wis) ... +3
Athletics ............... (Str) ... +0 ............... Performance ........ (Cha) ... -1
Deception ............ (Cha) .... -1 ............... Persuasion .......... (Cha) .... -1
History ................. (Int) ... +2 ............... Religion ................ (Int) ... +2
Insight ...............* (Wis) ... +3 .............. Sleight Of Hand .... (Dex) ... +3
Intimidation .......* (Cha) ... +2 ............... Stealth .............* (Dex) ... +6
Investigation .......* (Int) ... +5 ............... Survival .............. (Wis) ... +0
Languages : Human, Draconic, Elvish, Sylvan
Feats/Abilities
Fae Infusion (Fae-Touched Feature)
The character has advantage on Saving Throws against being Charmed, and magic cannot put them to sleep.
Dual Wielder (Human Variant - Feat)
You add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding are not light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
War Caster (4th Level Feat)
The character has practiced casting spells in the midst of combat, learning techniques that grant them the following benefits:
• They have Advantage on Constitution Saves that they make to maintain their concentration on a spell when they take damage.
• They can perform the somatic components of spells even when they have weapons or a shield in one or both hands.
• When a hostile creature's movement provokes an Attack of Opportunity from them, they can use their reaction to cast a spell at the creature, rather than making a melee attack. The spell must have a casting time of 1 action and must target only that creature.
Anger Release (Class Feature - Court Feature - Summer Court)
If the character is insulted, threatened, damaged in combat, or just simply wants to be angry at someone/something -- they must make a Charisma Save DC 15 or become Enraged. If they fail the Save they may make another Save at the end of their next Turn. The character may opt to forgo the Save or pick it back up at anytime when they could make that Save. The Enragement lasts until the source of the enragement is incapacitated or seriously broken (if an object) or the character makes their Save or becomes incapacitated.
While Enraged :
• The character cannot cast Spells nor concentrate on them
• The character gains a +2 bonus to the damage roll when striking their insulter/assailant and this damage increases to +3 at 8th level and +4 at 16th level
• The character gains an additional +2 Dexterity bonus to their AC and this AC bonus increases to +3 at 8th level and +4 at 16th level
Two-Weapon Fighting (Class Feature - Fighting Style)
When the character engages in Two-Weapon Fighting, they can add their ability modifier to the damage of the second Attack.
Blade Dance (Class Feature)
They can use their Acrobatics skill as a Performance (Dance) skill but when doing so they replace their Dexterity modifier with their Charisma modifier
The character can invoke a magic called the Bladesong, provided that they are not wearing medium nor heavy armor nor using a shield nor wielding a weapon two-handedly. This feature graces them with supernatural speed, agility, and focus.
They can use a Bonus Action to start the Bladesong, which lasts for 1 minute (10 rounds). It ends early if they are incapacitated, if they don medium or heavy armor or use a shield, or if they attack with a weapon using it two-handedly. They can also dismiss the Bladesong at any time they choose (no action required). They can use this feature twice and regain all expended uses of it when they finish a Short or Long Rest.
While their Bladesong is active, they gain the following benefits:
• They gain a bonus to their AC equal to their Intelligence modifier (minimum of +1).
• Their walking speed increases by 10 feet.
• They have advantage on Dexterity (Acrobatics) checks.
• They gain a bonus to any Constitution Saves they make to maintain their concentration on a spell. The bonus equals their Intelligence modifier (minimum of +1).
Equipment
Carrying Capacity : Light (50 lbs) ..... Medium (100 lbs) ..... Heavy (150 lbs)
Total Combat Weight : 28 lbs
Total Weight Carried : 64 lbs
-- Worn --
• Travelers Clothes (4 lbs)
• Reinforced Leaf Leather (11 lbs)
• Scimitar x2 (6 lbs)
• Dagger (1 lbs)
• Harper Badge (hidden)
• Arcane Focus Crystal (1 lbs)
• Belt Pouch (1 lbs)
..... w/0 gp ... 1 sp ... 0 cp
Total Weight Worn : 24
-- Carried --
• Longbow (2 lbs)
• Quiver w/ 20 Arrows (2 lbs)
• Backpack (36 lbs)
-- Backpack -- (5 lbs)
- Bullseye Lantern (2 lbs)
- Bedroll (7 lbs)
- Waterskin (5 lbs)
• Harper Code Book (1 lbs)
• Mess kit (1 lbs)
• Rations (10 days) (10 lbs)
• Brass Brazier (3 lbs)
• Spell Components (Find Familiar) (1 lbs)
• Masterwork Scroll Case (1 lbs)
..... Scroll : Find Familiar
..... Scroll : Invisibility
Total Weight Backpack : 17 lbs
Personality
..... Trait : I am haunted by memories of my past and I cannot get the images out of my mind of the autrocities I committed.
..... Trait : I refuse to become a victim again, and I will not allow others to be victimized.
..... Trait : I like to read and memorize poetry as it helps to calm me and bring me fleeting moments of happiness.
..... Ideal : Chains are meant to be broken, as are those who would forge them so that freedom prevails. (Chaotic)
..... Ideal : I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
..... Ideal : I always try to help those in need, no matter what the personal cost. (Good)
..... Bond : My freedom is my most precious possession. I will never let anyone take it from me again.
..... Bond : I owe my stability to a Priest of Hanali who found me and helped me to fit in once more
..... Bond : There is a monster inside me, I can feel it. It must never be set free.
..... Flaw : My piety sometimes leads me to blindly trust those that profess faith in Hanali.
..... Flaw : I am quick to anger and can spark at the slightest perceived insult or observed victimization
Background and Flavor Overview
Once upon a time, they took you oh so far from home.
To a land of wonder where you were surrounded with beautiful things.
Things so beautiful, so pretty that they hurt to look at.
But so captivating that you could not stop... looking.
To comfort you they gave you soft things.
Things so soft you ached when you touched them.
But so comforting were they you could not stop holding them.
To ease your pain they burned sweet succulent essence
It smelled so wonderful that it made your nose bleed
They promised you a that you would change and all would be well
And yes day by day, they changed you, twisted you, distorted you
And yet day after day while different it stayed the same
You hurt from the spectacular beauty,
You ached from the glorious comfort,
And you bled from the wonderfulness
But they played with your outside molding to their will
Something was changing on the inside and you were getting stronger.
On your last day there,
You doused the wonderfulness
You shredded the comfortableness
And you shattered the beauty
You did not notice that you bled
You did not feel the pain
And you could not see threw your tears
But you fought with great courage
And you fled with inspired cleverness
Taking yourself... home
Now the beauty and its horror are yours,
To have and to hold, forever and ever
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Feliani adventuring parents would often leave her with relatives or trusted friends which meant she was exposed to many different races as she was growing up and stayed in some rather unusual places. One of these place was Turlang Wood a place where the veil between the mortal realms and the Fae Wylds sometimes entertwined. Here is where her life changed, for here she was captured by an agent of an Arch Fae and taken the Fae Wyrd to serve. Of course, she did not know this nor were here parents aware that she had been taken as the agent left behind a simulacrum. So clever was this simulacrum that here parents never discovered that it was not their daughter. Many years passed within the Fae Wyrd and even more years passed within the mortal realm. However, eventually Feliani began to awaken, and her life in the Fae Wyrd became a nightmare of an existence or from what she can remember of it. These memories still haunt her even though she has trouble remembering the details. She apparently somehow escaped through the Hedge made her way through the Fae Wyld and back to the mortal realm. Problem is the only thing she remembers of the escape is waking up in the mortal realm much older than when she left it. With sporadic and horrible memories of where she had been and what she had done there.
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To the Fey-Touched, the contrast between the reality of the mortal realm and the unreality of the Fae Wyrd colors their existence, in ways that are often expressed as beauty or madness or perhaps bit of both. The beauty referred to almost goes without saying. For the Fae Wyrd is by far the most beautiful place to exit. This beauty is beyond comprehension as such while aware of that beauty it is hard to remember details of it. Still this beauty was not kindly, nor nurturing nor benevolent, but it was wondrous and forever hauntingly beautiful. The madness on the other hand are the linger memories that refuse to be put down, the hidden scars of her captivity. The memories that flit through her mind like an elusive ghost when triggered by some thing she senses or that plague her dreams in a manner that while quite vivid were also next to impossible to clearly remember once awake. Further these spectral memories are of strange, creeping things that should not be, that defy human rationality. Further the sense of who Keeper had been could only be described as "mad" for surely they subscribed to no mortal definition of sanity. Then there were the darker and even scarier ones. The glimpses and impressions of horrible things enacted by her upon others. All of this along with this niggling question or feeling that constantly lurks at the back of her mind like some maddening itch one cannot scratch, did she truly escape or is she simply serving her Keeper in some other way she has yet to discover.
Regardless beyond the memories, she also has to deal with a rather twisted way of viewing the mortal realm. For she now sees beauty in the sometimes the strangest things, such as the grief hanging over the funeral of a good man, or in the awkward way a dead body lays twisted and mangled, or the clean precise cut that a razor sharp blade can make as it parts living flesh. And she is aware that what she sees nobody else does - and she sees this not because she wants to but because she is now aware that it is there and has always been. So while she has returned to the mortal world, the place where she was born, she will never be truly at home. Never wholly be human again. Her soul will always be at least partially fae, and she knows that part will not be denied nor ignored. She knows this because her emotions are more powerful; she she feels joy and sorrow, love and hate with maddening intensity. In some ways, she sees herself as having grown beyond her human shell because... it just cannot contain all that she is any more.
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To ground herself, she quickly involved herself in works of kindness. She would help travelers, towns and villages that she encountered. Although, she never did stay long in most of these places as she did not mesh well with others having lived such a drastically altered life. She was not aware that her encounter with the Fae Wyrd sort of just shrouded her in a aura of strangeness that others noticed but that she did not. Still in order to try and counter all the atrocities she had committed, which while she could not remember them clearly she just knew they had been bad and very many, she strove to help as many others as she could. This eventually caught the attention of the Harpers, especially when she had helped one of their agents with some of his enemies. They reached out to her, they were not put off by her strangeness. They offered her purpose and meaning to her life. She say it as a life line to perhaps be more human, once again. Since then, she has gone wherever she has been instructed, worked to help make the world a better and safer place to live. Trying hard to re-learn how to be human and how to bring true beauty into the world, an inspiration she received from her adopted patron, Hanali. For in bringing true beauty into the mortal realm, it helps to ease the beautiful nightmares from the Fae Wyrd. Her latest assignment has brought her to Far Reach, where she is to carefully survey the lay of the land so-to-speak (the politics, the economics, the people), and evaluate its current situation in relation to her faction's views.