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Language:
English
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Published:
2024-11-11
Updated:
2025-01-01
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2,433
Chapters:
3/?
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1
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Dnd charachters

Summary:

List of characters

Chapter 1: "Tiger" Satyr Hireling

Chapter Text

Identity
“Tiger” Satyr Hirleing
Infernal Tiefling. Human mother, Tiefling father with fae ancestry.
Circle of Stars Druid
Speaks Common, Sylvan, Infernal, and

Story
Satyr Hireling was born a younger child to an undesirable marriage within House Hireling. a noble house known for its “aggressive diplomacy” and careful alliances, where the tieflings traditionally married elves, other tieflings, or others of fae descent to "improve the bloodline." Her birthright was one of privilege, but she felt suffocated by the power of her house's name and sought a life beyond guarding the finely woven tapestries and the words of inbred nobles behind closed doors.

Tiger set off on her own, rejecting the convenience and protection of Hireling’s name. She spent years as a mercenary, honing her skills at her archery and her innate magic, guided by the light of stars and the promises they whispered. She wandered the far reaches of civil land, making a name for herself as a competent archer and a sarcastic shadow.

Which is when she got mauled, lost an eye, messed up her arm, spent years isolated in fear and pain, and at some point became a mercenary again, then merged into the pirate crew of a decorated war hero where she would eventually be made lieutenant.

 

Stats
(38) Max hp
(+6) Initiative
(+2) Proficiency bonus
(30) Passive Perception
(40) Speed
=====================
(13) +1 Strength
(12) +1 Dexterity
(15) +2 Constitution
(10) =0 Intelligence
(13) +1 Wisdom
(08) -1 Charisma

Skills
(Perception) Their paranoia has caused them to understand the most unnoticeable details.
(History) Had a lot of tutors growing up.
(Medicine) When you lose your eye and become terrified of vulnerability, you learn how to deal with infections very quickly.
(Survival) After some time it was just easier to trust nature's fruits than the ones people gave them.

Feats
(Alert) Cannot be surprised while conscious. Others cannot claim an advantage sneaking against you. +5 to initiative.

Armour (11)
wears a cloak that was once a scarf that barely resembles its former glory, but their leather-like skin makes up for it.

Weapons
Halberd 1 (d10) +1 slashing damage
Dagger 1 (d4) piercing damage

Cantrips
(Thaumaturgy)
An action within 30ft of you that can last 1 minute.
You manifest a minor wonder, a sign of supernatural power, within range. You can create one of the following magical effects within range:
Your voice booms up to three times as loud as normal.
You cause flames to flicker, brighten, dim, or change colour.
You cause harmless tremors in the ground.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes.
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.

1st level spells (4)
(Detect magic)
An action within 30ft of you that can last 10 minutes.
For the duration, you sense the presence of magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone.
(Cure wounds)
An action on a target you can touch.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell does not affect undead or constructs.
(Guiding bolt)
Ranged action to a target within 120 feet of you.
A flash of light streaks toward a creature of your choice within range.
On a hit, the target takes 4d6 radiant damage.
The next attack roll made against this target before the end of your next turn has advantage, thanks to the light glittering on the target until then.
(Hellish Rebuke)
Reaction to whatever damaged you within 60 feet,
whatever damaged you is momentarily surrounded by hellish flames.
It must make a Dexterity saving throw.
It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
2nd level spells (3)
(Heat metal)
An action to a visible metal target within 60 feet of you for up to 1 minute.
You cause the metal to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your next turns to cause this damage again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has a disadvantage on attack rolls and ability checks until the start of your next turn.
(Moonbeam)
An action to a 10ft diameter 40ft high radius within 120 feet of you, that can last 1 minute.
A 5-foot-radius, 40-foot-high cylinder centred on a point within 120ft range
A silvery beam of pale moonlight light shines down within the circle until the spell ends.
When a creature is within the spell’s area for the first time, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2 d10 radiant damage on a failed save, or half as much damage on a successful one.
Any shapechanger makes its throw with a disadvantage. it instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
After you cast this spell, you can use an action to move the beam 60 feet in any direction.