Moonmaeven (Druid/Bard)
Medium Humanoid (High
Elf), Lawful Good
Cisgender woman (she/her)
Armor Class: 13
Hit Points: 60
Speed: 30 ft.
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
12 (+1) |
14 (+2) |
15 (+2) |
12 (+1) |
17 (+3) |
17 (+3) |
Skills: Acrobatics +5, Arcana +4, Deception +6, Insight +6, Investigation +4, Nature +4, Perception +9, Performance +9, Persuasion +6
Senses: Passive Perception 19
Languages: Common, Druidic, Elvish, Infernal
Challenge: 6
Abilities
Druid Spellcasting. Moonmaeven is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following Druid spells prepared:
Cantrips (at will): Druidcraft, Guidance, Produce Flame, Resistance
1st Level (4 slots): Charm Person, Create or Destroy Water, Detect Magic
2nd Level (3 slots): Enhance Ability, Gust of Wind, Heat Metal, Locate Object, Pass without Trace
Bard Spellcasting. Moonmaeven is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following Bard spells prepared:
Cantrips (at will): Mage Hand, Prestidigitation
1st Level (4 slots): Charm Person, Comprehend Languages, Identify
2nd Level (3 slots): Shatter, Silence, Suggestion
Bardic Inspiration. As a bonus action, a creature (other than she) within 60 ft. that can hear her gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Cutting Words. As a reaction when a creature (that's not immune to being charmed) she can see within 60 ft. makes an attack roll, ability check, or damage roll, she can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. She can do so after the roll but before knowing the result.
Fey Ancestry. She has advantage on saves against being charmed, and magic can’t put her to sleep.
Jack of All Trades. She can add half her proficiency bonus, rounded down (+1), to any ability check she makes that doesn’t already include it.
Natural Recovery. Once per long rest during a short rest, she chooses expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.
Song of Rest. If she or any friendly creatures who can hear her performance regains 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.
Trance. She doesn't need to sleep, but meditates semi consciously for four hours a day. While meditating, she can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.
Wild Shape. As an action, she can magically assume the shape of a beast that she has seen before twice per short rest. She can stay in beast shape for 1 hour before reverting back to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies).
Traits
Baseless Emotion [Triggered by own shadow and the tricks that it plays on her]. In addition to the listed traits, any day that Moonmaeven experiences these for more than four hours, she needs to take a short rest or take one level of exhaustion due to the physical toll they take.
Dread [IE 2, Triggered]. Moonmaeven feels something looming, as if an unexpected event or entity will come unexpectedly to bring harm. Dread differs from worry in that it has an object, even if she doesn't know what or who that object is. She has a −2 penalty to resist Charisma (Intimidation) checks and saving throws against the frightened condition.
Restlessness [IE 2, Triggered]. Moonmaeven feels agitated or panicked. This causes her to be hypervigilant, giving her a +2 bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a −2 penalty to notice harmless details.
Memory Loss (Anterograde Amnesia) [IE 3, Chronic]. Moonmaeven is unable to form new memories but recalls her past until 1d100 × 30 days ago or after a specific story arc. Recalling new events, people, directions, or other details requires a successful DC 22 check to remember general information or a higher DC for specific details. She can still sometimes learn procedures and routines. All Experience Points she earns are divided by 4 or, if not using XP level advancement, when gaining or increasing a feat or proficiency, she needs an additional 3d20 days to gain the bonus. It also takes her 15 times as long to prepare spells. This form of memory loss has no Frequency. When charmed, Moonmaeven gets an extra saving throw each round as she may forget her favorable impression of the source of the charm.
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Assistive Device
Lyssa’s Necklace of Remembering (Memory Loss)
Wondrous Item, Common
This orb, a dragon ouroboros of silver and gold twisting around a cabochon moonstone with two additional moonstones flanking it, is attached to a woven silver and gold necklace worn with the orb in the hollow of your throat. The orb glows gold after significant events (GM's or player's discretion) as it records the memory. When attempting to recall a memory, you have advantage on associated Wisdom checks. On success, the orb glows blue-violet, and you receive a vivid mental image of the memory.
Service Animal
Freckles
Medium beast (
dog), unaligned
Armor Class 16 (studded leather barding)
Hit Points 27 (6d8)
Speed 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 8 (-2) 15 (+2) 12 (+1)
Saving Throws WIS +5, CHA +4
Skills Insight +5, Medicine +5, Perception +5
Senses passive Perception 15
Languages -
Challenge 1/2 (100 XP) Proficiency Bonus +3
Evasive Maneuvering. If Freckles is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Freckles instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Keen Hearing and Smell. Freckles has advantage on Wisdom (Perception) checks that rely on hearing or smell.
On The Job. Freckles has advantage on Saving Throws against being charmed.
Powerful Build. Freckles counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.
Bonus Actions
Pocket Sized (For Your Convenience). As a bonus action, Freckles can be shrunk down to fit in her partner’s pocket. It takes an additional bonus action to have her revert back to her true size.
Supportive. As a bonus action, Freckles can expend one of her hit dice (1d8) to help her partner regain hit points. She regains half of her expended hit dice at the end of a long rest.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Reactions
Attentive. Freckles has advantage on Insight (Wisdom) checks to perceive her partner’s mood and can use her reaction to help them steady themselves in stressful or distracting situations, giving them advantage on Wisdom saving throws for the next minute.
Background
Moonmaeven was esteemed among the Druids as both a student and bard, however a hidden passion for glassblowing consumed her free time. Days before her sixteenth birthday, Moonmaeven was crafting a beautiful glass heart of deep hues of blue and purple, and as she dipped it into the furnace to gather a final, clear layer, a sudden crash of thunder distracted her, and the exquisite heart fell into the furnace. Without thinking, Moonmaeven reached into the molten glass and rescued it, cradling the heart carefully in her hands as she reattached it to the glass crown. It was then that Moonmaeven realized she wasn’t a pureblooded Elf, and she began to seek the truth of her hidden Tiefling heritage.
A few years later, Moonmaeven dreamed of receiving her Druid’s cloak — the symbol of her acceptance as both a Master Druid and Master Bard. Within the intricately crafted designs of oak leaves and acorns, a delicate hand had also woven the patterns of the stars as they moved through the heavens, depicted the symbols for each of the elements, and had stitched glassblower’s tools. Surprise filled Moonmaeven as she saw that each of the stars had been intricately stitched out of musical notes, quite literally filling the sky with her song. Waking, Moonmaeven's eyes glistened with unshed tears as she made her way to the Druid's circle, finding everything exactly as she had dreamed it.
It was time.
Backlit by the rising sun, Moonmaeven’s glass circlet of flowers glowed brightly as she entered the circle. Eyes closed, she made her way to the stone altar, bare feet silent on the grass. Lifting the robe reverently, she inspected it for a long moment before sliding her arms into the bell sleeves and adjusting it just so. Moonmaeven turned to face the other Druids, and for a moment, silence reigned. There was a collective intake of breath from the Druids around her as they sank to their knees, acknowledging her as their Queen. For all their knowledge, they lacked the words to adequately express their emotions, but she could see the pride shining in the other Druids’ eyes. What she hadn’t expected was to see such sadness, too. The Druids realized it was time for Moonmaeven to leave them and fulfill her destiny — a perilous journey from which she may not return.
Personality
Intrinsically regal, yet irreverent, Moonmaeven radiates an easy confidence that instills trust by virtue of her hard-working, down-to-earth demeanor. As a Druid, Moonmaeven is a fierce defender of nature, caring about every plant and animal she comes across. As a Bard, she is a fierce defender of people everywhere - particularly the downtrodden and forgotten.
Moonmaeven insists on fairness and equality, sharing stories of faraway lands where everyone has enough. She loves entertaining others and giving them hope for a better life. Her profession is that of a glassblower, and Moonmaeven takes great pride in crafting her work, infusing it (unknowingly) with her Elven and Tiefling essences. She always creates pieces that even the least fortunate can afford, often giving them away freely so that they can have something to keep them warm at night.
Moonmaeven is clairvoyant and can see the future, but she cannot remember it. She only knows how things feel, which doesn't help, because sometimes the immediate choices are both positive or both negative, and she might not realize she picked the wrong path until the next set of choices becomes clear (d20 roll 15 or higher to make the right choice the first time). With every correct choice, Moonmaeven gets closer to the future she saw, and the rolls get easier to make (14, then 13, then 12, etc.) until she always makes the right choice without a roll. But because Moonmaeven is also often wrong with her early choices, her party finds it hard to believe her and often overrules her, which puts her back at needing to roll a 15 or higher again. If Moonmaeven fails the roll, she makes a wrong choice, and continues to make wrong choices until she rolls 18 or higher.
Plot Hooks
- Moonmaeven has a reward available for whomever can find her missing glass art that was stolen a few nights before it was supposed to go on display.
- Moonmaeven may request adventurers to hand deliver an expensive and one-of-a-kind glass art created for a special event. She rarely accepts jobs to create exclusive items, but this request came from someone special to her and she would never tell them no.
- Moonmaeven teaches homeless children (and any who ask) basic spells such as Goodberry and Create or Destroy Water so they don’t have to steal to survive, imbuing them with energy so they won’t use a spell slot.