Inez

Inezariyah Rosalind Amren Winnow

Inez, as seen in Daggerford
General Information
Pronouns She/Her
Race Fairy
Class Ranger
Fighting Style Archery
Ranger Enclave Fey Wanderer
Background Noble
Aliases
  • Inez
  • Princess Inezariyah of [Kingdom Name]
  • Fairy Princess
Proficiencies & Skills
Languages
  • Common
  • Sylvan
  • Elvish
  • Primordial1
  • [+1 Undecided]
Weapons
  • Simple Weapons
  • Martial Weapons
Armor
  • LeatherArmor
  • Medium Armor
Tools Cards
Skills
  • Animal Handling
  • History
  • Investigation
  • Persuasion
  • Stealth
Physical Characteristics
Height 5' 3"
Eyes Hazel
Hair Wavy, Brown, Waist-Length
Age 22
Special Characteristics
  • Translucent Wings
Relationships
Family
  • Unnamed King Fairy (father)
  • Unnamed Queen Fairy (mother)
Romantic
SENSITIVE
  • Deceased Unnamed Fairy (ex-husband)
Friends
  • Serana Graveheart
  • Kismet Bier
  • Belgar Silverstrike
  • Rae Nimue

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:

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.

SECRET

(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.

Martial Adept

(from lvl 4 feat choice). You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.

The maneuvers you chose are:

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:

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. B. Cast a Spell: you can cast any leveled spell or cantrip that has a casting time of one action. C. Other Actions

Bonus Actions

Spells

Cantrips

Druidcraft

Whispering to the spirits of nature, you create one of the following effects within a range fo 30 ft:

1st Level Spells

Faerie Fire

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

Animal Friendship

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.

Ensnaring Strike <

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.

Hunter's Mark

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.

Charm Person

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.

Other Party Members

belgar • this page • raeseranakismet

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

  1. Citation needed.