Inez
Inezariyah Rosalind Amren Winnow | |
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Inez, as seen in Daggerford | |
General Information | |
Pronouns | She/Her |
Race | Fairy |
Class | Ranger |
Fighting Style | Archery |
Ranger Enclave | Fey Wanderer |
Background | Noble |
Aliases |
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Proficiencies & Skills | |
Languages |
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Weapons |
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Armor |
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Tools | Cards |
Skills |
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Physical Characteristics | |
Height | 5' 3" |
Eyes | Hazel |
Hair | Wavy, Brown, Waist-Length |
Age | 22 |
Special Characteristics |
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Relationships | |
Family |
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Romantic |
SENSITIVE
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Friends |
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Early Life
Inezariyah Rosalind Amren Winnow, or Inez, as she now introduces herself as, was born into an influential fairy royal family. As the crown princess, Inez was expected to marry young, bear a child, and continue the Winnow Dynasty.
Inez spent her childhood longing for a life where her existence did not hinge upon her family name - and she got it, after the mysterious death of her first husband. Upon returning home and denying both title and crown to the kingdom she had married into, the King took pity upon her poorly heart and granted her one wish. Inez was escorted by royal guards out of the Feywild to pursue just one, quick adventure before she returned to her duties as the crown princess.
Soon after leaving the bounds of the Feywild, Inez ran into Serana Graveheart, who travelled with her into Daggerford.
Wiki Contents
- Early Life
- Fairy Features
- Fairy Magic
- Flight
- Ranger Features
- Favored Enemy
- Natural Explorer
- Fighting Style
- Primeval Awareness
- Fey Wanderer
- Dreadful Strikes
- Otherworldly Glamour
- Misc. Features & Traits
- Position of Privilege
- A Deal Struck
- Spells
- Cantrips
- Druidcraft
- First Level Spells
- Faerie Fire
- Animal Friendship
- Ensnaring Strike
- Hunter's Mark
- Charm Person
Fairy Features
Fairy Magic
You know the Druidcraft Cantrip at first level, Faerie Fire at 3rd level, and Enlarge/Reduce at 5th Level
Flight
Because of your wings, you have a flying speed equal to your walking speed. You cannot use this flying speed if you're wearing medium or heavy armor.
Ranger Features
Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to undead.
You have advantage on Wisdom (Survival) checks to track undead, as well as on Intelligence checks to recall infromation about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. These additional creatures should reflect the monsters you have encountered on your adventures.
Natural Explorer
You are particularly familiar with the forest, and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the forest, your proficiency bonys is doubles if you are using a skill that you are proficient in.
While traveling for an hour or more in the forest, you gain the following benefits:
- Difficult Terrain doesn't slow your group's travel
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (foraging, navigating, tracking, etc.), you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through that area
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
At 2nd level, you adopted the Archery Fighting Style. You gain a +2 bonus to attack rolls made with ranged weapons. You may not gain another fighting style.
Primeval Awareness
At 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following creature types are present within 1 mile of you (or 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' locations or number.
Ranger Conclave: Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Gain access to Charm Person at 3rd level, Misty Step at 5th level, Dispel Magic at 9th level, Dimension Door at 13th level, and Mislead at 17th level.
Fey Wanderer: Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
Fey Wanderer: Otherworldly Glamour
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). You have also gained proficiency in Deception.
Misc. Features & Traits
Position of Privelege
(from Noble birth). 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 accomodate 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.
A Deal Struck.
(from chosen Secret). You died once. You would have stayed dead if it weren't for some otherworldly entity that made you a deal. One day, it will give you a single command that you must follow, no matter the cost. You agreed to the price and rose from the dead. The entity has been completely absent from your life since. Once per long rest, when you make a death saving throw, you may automatically save on your first throw as an unknown entity continues to pull you away from death.SECRET
Martial Adept
(from lvl 4 feat choice). You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
The maneuvers you chose are:
- Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
What Can I Do During My Turn?
A turn in combat is made up of four pillars: Movement, Actions, Bonus Actions, and Free Actions.
Movement: On your turn, you can move a distance up to your speed (30 feet). Movement also constitutes as:
- Crawl: If prone, or knocked down by other means, you can move by crawling. Cost: 10 ft per 5 ft of distance.
- Climb: Scale craggy cliffs, castle walls, and other applicable surfaces. Cost: 10 ft per 5 ft.
- Stand Up: If you are prone, or knocked down by other means, you can sacrifice half of your movement speed to stand again.
- Long Jump: If you run for at least 10 ft before the jump, you are able to jump horizontally an amount of feet equal to your Strength score. If there is no running start, you can only jump a distance up to half of your strength score.
- High Jump: If you run for at least 10 ft before the jump, you are able to leap vertically an amount equal to 3 + your Strength modifier. If there is no running start, you can only jump a distance of half of 3+ your Strength modifier
- Swim: Traverse through rives, lakes, or other bodies of water. Cost: 10 ft per 5 ft.
Action: Your Action is going to be your main attack. Here are things you can do as an action
A. Weapon Attack: You can make a ranged or melee weapon attack as an Action.- Longbow - To hit: 1d20 + 8 (1d20 + Proficiency Bonus + Dexterity Modifier + Archery Bonus). To damage: 1d8 piercing +4, 1d4 psychic (1d8 piercing damage + Dexterity Modifier, 1d4 psychic damage from ‘Dreadful Strikes’ feature)
- Heavy Crossbow - To hit: 1d20 + 8 (1d20 + Proficiency Bonus + Dexterity Modifier + Archery Bonus). To damage: 1d10 piercing +4, 1d4 psychic (1d10 piercing damage + Dexterity Modifier, 1d4 psychic damage from ‘Dreadful Strikes’ feature)
- Dagger - To hit: 1d20 + 6 (1d20 + Proficiency Bonus + Dexterity Modifier). To damage: 1d4 piercing +4, 1d4 psychic (1d4 piercing damage + Dexterity Modifier, 1d4 psychic damage from ‘Dreadful Strikes’ feature)
- Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
- Faerie Fire: If a creature or object within a 20 ft radius fails a Dexterity saving throw, they are highlighted in a color of your choice for the duration of the round. Attacks against affected creatures have advantage.
- Animal Friendship: If you are fighting against a beast, you can cast animal friendship to convince the beast that you mean it no harm. The beast must make a Wisdom saving throw (Difficulty Challenge of 15) or it is charmed by you for 24 hours. This spell does not work on beasts with an intelligence greater than 4.
- Charm Person: If a creature fails a Wisdom saving throw (Difficulty Challenge of 15), they are charmed by you for one hour.
- Other spells may apply
- Disengage: Flee from an enemy without provoking an opportunity of attack.
- Grapple: Make a strength contest roll against a creature to restrain it.
- Shove: Make a strength contest roll to either knock an enemy prone or shove it back 5 feet.
- Dodge: Any attack roll against you has disadvantage.
- Escape: Attempt to escape a grapple by making an Athletics (Strength) or Acrobatics (Dexterity) check.
- Help: Give an ally advantage to an upcoming attack or saving throw.
- Dash: Gain extra movement speed equal to your movement speed.
- Use Object: Use an action to consume a potion, coat a weapon in poison, etc.
- Hide: Make a Stealth (Dexterity) check in an attempt to hide. You can’t hide from a creature looking directly at you.
Bonus Actions
- Off-Hand Dagger Attack: To hit: 1d20 + 4 (1d20 + Dexterity Modifier). To Damage: 1d4 +4 (Add 1d4 psychic damage if target hasn’t already suffered this stat this turn)
- Ensnaring Strike: Cast this as a bonus action on yourself. The next target you attack with a weapon must make a Strength saving throw or be restrained by a writhing mass of vines.
- Hunter’s Mark: Cast this as a bonus action on an enemy. Deal an extra 1d6 damage to this target, and gain advantage on Perception (Wisdom) or Survival (Wisdom) you make to find it.
Spells
Cantrips
Druidcraft
- Casting Time: 1 action
- Range: 30 feet
- Target: See Text
- Components: V S
- Duration: Instant
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest in a golden orb for clear skies, a cloud for rain falling, snowflakes for snow, and so on. This effect persists for 1 round
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, farmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of a skunk. The effect must fit in a 5-foot cube.
- You instantly light of snuff out a candle, a torch, or a small campire
1st Level Spells
- Casting Time: 1 action
- Range: 60 feet
- Target: Each object in a 20-foot cube within range
- Components: V
- Duration: Concentration, up to 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in a light if it fails a Dexterity saving throw. For the duration, objects & affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible
- Casting Time: 1 action
- Range: 30 feet
- Target: A beast within range that can see and hear you
- Components: V S M (a morsel of food)
- Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's intelligence is a 4 or higher, the spell fails. Otherwise, the beast must succeed on a wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Casting at a spell slot of 2nd level or higher allows you to affect one additional beast for each slot level above 1st.
- Casting Time: 1 bonus action
- Range: Self
- Target: Self
- Components: V
- Duration: Concentration, up to 1 minute.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vibes until the spell ends. A Large or larger creature has advantage on the sacing throw. If the target succeeds on the save, teh vine shrivels away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. on a success, the target is freed.
If you cast this spell using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
- Casting Time: 1 bonus action
- Range: 90 feet
- Target: One creature within range
- Components: V
- Duration: Concentration, up to 1 hour.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
- Casting Time: 1 action
- Range: 30 feet
- Target: One humanoid within range
- Components: V, s
- Duration: 1 hour.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Trivia
Inez has a maximum carrying capacity of 37.5 lbs!
Inez is highly favored by her father, King Winnow!
Illusory butterflies flutter around Inez's head when she takes a short or long rest.
Fresh, seasonal flowers sprout from Inez's hair each dawn.
Citations
- Citation needed.