Lara "the Fae"
Race: Half-Elf (Eladrin Blood); Background: Urchin; Class: Warlock 3rd (Arch-Fey Patron, Pact of the Blade)
Alignment: Neutral
Personality:
Lara fears that everyone that is nice to her hides some evil intent.
Lara only feels secure when she curls up in a crevice, where none else can get to her.
Ideals:
Aspiration: Lara wants to show the world that she deserves a better life.
Bonds:
Lara owns her survival to another urchin, who schooled her in the ways of streets.
Flaws:
Lara never fully trust anyone except herself.
STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +2 (14), WIS: +1 (12), CHA: +3 (16)
Proficiency Bonus: +2
- Saving Throws: Wisdom +3; Charism +5
- Skills: Acrobatics +4; Deception +5; Intimidation +5; Investigation +4; Perception +3; Persuasion +5; Sleight of Hand +4, Sleath +4
- Tools: Disguise Kit, Thieves' Tools
- Languages: Common, Elvish, Gnomish
- Weapons: Simple Weapons
- Armors: Light
- City Secrets. Lara knows the patterns and flows of Konigschild like the back of her hand. She -- and her eventual companions -- can reach any place in the city in half the usual time.
- Darkvision. 60'
- Fey Ancestry. Lara has Advantage on saving throws against being Charmed and can't be put to sleep by magic.
- Eldritch Invocations.
- Eldritch Sight. Lara can Cast Detect Magic at will.
- Beguiling Influence. Lara is proficient in Deception and Persuasion (already included).
- Pact of the Blade (Action). Lara can summon a magical weapon (usually a blade made of hardwood and silver) out of nowhere. The weapon disappears if it's moved more than 5' from her or if it's separated from more than a minute.
- Fey Presence (Action; 1 per Short Rest). Creatures in a 10' cube centered on Lara must pass a DC 11 Wisdom save or being Charmed of Frightened of her (Lara's choice), until the end of her next turn.
Initiative: +2; Armor Class: 14 (Piecemail Armor [12]); Speed: 30'
Hit Points: 21; Hit Dice: 3d8
Attacks:
- Dagger (+4 to hit; 1d4+2; Thrown [20'/60'])
- Blade of the Pact (+4 to hit; 1d8+2; Magical)
- Eldritch Bolt (+5 to hit; 1d10; Range [30'])
Trinket: A diary written in an unknown language
Spells (always prepared; 2 slots of 2nd level per Short Rest)
- Cantrips: Eldritch Blast, Minor Illusion
- 1st Level. Charm Person, Hex, Sleep
- 2nd Level. Invisibility
The Story So Far...
Half-Elves are, possibly, the rarest native breed of Eanide, even more in the -- comparatively -- close-minded society of the central Middenland. While affairs between humans and high elves are very common, they usually end up with a miscarriage (natural or induced). This should have been the fate of little Lara as well, but something went... the other way.
Ever since she was little, Lara seemed to have some kind of guardian angel watching over her: no matter how horrible the situation would get, she always seemed to survive no matter what. For years she lived in the lower district of Konigschild, the capital of Middenland, scrapping a living among other urchins until she stumbled upon an earth-shattering discovery. A stolen book -- a journal -- showed the same kind of letters used on a ring she had inherited. She threw herself into researching like a maniac, but with little result. Scholars scoffed the requests of the little half-blood girl, so she turned herself to a stranger path. With the help of an old traveling seer, she was able to forge a pact with a powerful otherworldly entity: the Queen of Summer. It was a simple deal: for every favor Lara did, the Queen imparts her a bit of knowledge.
As of late, the Queen asked Lara to shadow a dwarf minstrel that arrived in town accompanied by a strangely sullied halfling.
There's not much to say about Lara, she is probably one of the most efficient builds I've done.
Since I decided to optimize her for demo games she got the pact of the blade, but I would much prefer to play her with the pact of the chain and a weird sprite familiar.