Millicent Root

Sneaky wannabe rockstar

Description:

Name: Millicent Root Gender: F Race: Human Age: 18 Height: 5’3 Weight: 111lbs Class: Bard Level: 1

Religion: Leira, goddess of illusion Alignent: CN Hometown: Tenacres Background: Criminal HD: d8

 

ideals

Bonds

Flaws

Freedom: People shouldn’t be forced to do things they don’t want, or to be someone they are not. Break the chains

Her grandfather is still alive but a bit frail. She likes to check in on him and make sure he’s OK.

Lazy

Independence: people shouldn’t follow orders blindly

I want to be rich and famous, whatever it takes.

I’ll do anything to become famous.

STR

DEX

WIS

INT

CHA

CON

Prof. Bonus

HP

Speed

14 | +2

16 | +3

10 | 0

14 | +2

14 | +2

12 | +1

2

9

30

 

Initiative: d20+3 (Dex Check) Damage Taken & Effects

Weapon To Hit Damage Range Properties

Dagger +4 1d4P 20/60 finesse, light, thrown

 

Spellbook

Prestidigitation

Identify

Disguise Self

Mending

Unseen Servant

Detect Magic



Spell Slots

1st

1st



Proficiencies Equipment

Light Armour

Saving Throw: DEX & CHA

Belt Pouch 15GP

 

Hand Crossbows

Longswords

Hand crossbow

 

Simple Weapons

Rapiers

Entertainer’s pack

 

Clàrsach

Shortswords

Musical Instrument

 

Bodhran

Forgery

Leather Armour

 

Zither

Sleight of Hand

Dagger

 

Lang: Halfling

Dodge

Crowbar

 

Lang: Common

Deception

Hooded set of dark clothes

 
 

Stealth

   

Dice gaming

Thieves Tools

   

 

XP

 

Gems

Cash


120 GP




 

FEATURE – Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a n etw ork o f other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.


FEATURE – Bardic Inspiration


You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have


only one Bardic Inspiration die at a time. You can use this feature a number o f times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.



Prestidigitation


Transmutation cantrip


Casting Time: 1 action


Range: 10 feet


Components: V, S


Duration: Up to 1 hour


This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:


• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.


• You instantaneously light or snuff out a candle, a torch, or a small campfire.


• You instantaneously clean or soil an object no larger than 1 cubic foot.


• You chill, warm , or flavor up to 1 cubic foot of nonliv­ing material for 1 hour.


• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.


• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.


If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.



Mending


Transmutation cantrip


Casting time: 1 minute


Range: touch


Components: V, S, M (two lodestones)


Duration: Instantaneous


This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace o f the former damage. This spell can physically repair a magic item or construct, but the spell can ’t restore magic to such an object.

Unseen Servant

1st-level conjuration (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece o f string and a bit of wood )

Duration: 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food , and pouring wine. Once you give the command , the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


Identify


1st-level divination (ritual)


Casting Time: 1 minute


Range: Touch


Components: V, S, M (a pearl worth at least 100 gp and an owl feather)


Duration: Instantaneous


You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.



Disguise Self


1st Level Illusion


Casting Time: 1 action


Range: Self


Components: V, S


Duration: 1 hour


You make yourself—including your clothing, armor, weapon s, and other belongings on your person —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between . You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.


The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use


its action to in spect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Detect Magic

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, 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 it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bio:

Hometown
Name: Tenacres
Population: 3000
Amenities: A few shops, a church, a primary school, a training ground (used for combat and sports), a lake/reservoir.

Tenacres is a small town (like Sawston or Fulbourn). It’s a human town, no other races live there, but occasionally some ‘outsiders’ will pass through on their travels. Residents often travel to the nearby town of Allowah on market days, where merchants from all around come to sell their wares. Millie will have come across halflings mostly, and has encountered a couple of dwarves and an ork (at different times!) but has had a fairly closed upbringing regarding worldly knowledge.
The town is home to herself, her mother Millicent Root, her paternal grandfather Willie Hawkin, her best friends Michelle “Shelly” Haig and Adam Frew. There is the usual small-town issue of everyone vaguely knowing everyone, so a lot of the people her mother’s age know who Millie is, and she knows most of the kids that are her own age from school.
The church is a place for community as well as religious matters. Priests of many gods may perform sermons there, but often people go to pray privately. There is a grand table at the far end of the building where people have left small offerings, holy symbols and the like. Most of the kids went to nursery groups there and any community meetings were always there. The caretaker/groundskeeper/undertaker there is a kindly old soul who seems to have been there forever. No one seems to know much about him, other than that he is a diligent worker; and seems to know just what to say to console people. His name is Walter.

Appearance
Millie is 135lbs and 5’3. She has dark brown curly hair and hazel eyes. She keeps her hair quite short, but usually doesn’t spend too much time grooming it! She often wears a simple dress or shirt and shorts, always clean, but she has a little collection of bright jewellery and scarves to experiment and accessorise with. Her skin is tanned from spending most of her time outdoors.

Backstory
My mother is a corporal in the army. She is such because my grandmother and her grandmother and HER grandmother (etc..) served their lives in the army, too. It’s a ‘Root’ thing. Their war medals have been passed down for generations, and I must say, as a family they have been pretty darn successful in protecting the nation. As a natural-born soldier, mother worships Temus; and holds Torm in high regard. She took religion seriously, and brought me up to adhere strictly to the teachings of Tempus.
I don’t remember a lot about my father, but Granda has filled me in over the years. He was almost the opposite of mum, laid back and liked to laugh and joke about everything. He said mum was more relaxed back then. Dad gave up his job when I was born so he could take care of me full time, and so that mum could continue her career. I remember him doing this little trick that I liked, making a small moon appear in the corner of my room at bed time. I’m convinced it was magic.

Briar-dance ‘Brian’ Hawkin died on my 5th birthday, I never found out why. He went out to get a ‘surprise’, and that was the last time I saw him. Mum was very upset, so I knew something was wrong; but she wouldn’t say anything. She never said anything about dad again, and would scold me if I dared ask. When I was younger she worked at the barracks in Allowah, and Granda told me this was so she could look after me. I don’t believe him.

You see, mum isn’t exactly afraid to use corporal punishment, and considers my lack of enthusiasm to take up a military career to be a punishable offence (among MANY other things). Frankly, if I never see her again it will be too soon. She’s a crazy fucking bitch that should never have been allowed kids!

As well as the beatings and strict regime, I didn’t get a lot of treats. Other kids would get a few toys at christmas, pocket money every week. Mum said I’d get nice things when I could behave like a decent human being. Apparently I never could. So I thought I’d try taking the things I wanted from the other kids. I realised I could take a little thing like a hair ribbon or a hard candy, and they would turn up with a new one tomorrow. Seemed fine to me. Of course, when I was caught my mum went mad at me, but as that happened every few days I just didn’t care. I got better, too. Learned how not to get caught.

During this time I was also sent to lessons in various types of weapon and fighting styles. The lessons were OK, but I wasn’t particularly interested in winning a fight, I didn’t like it and didn’t feel competitive. I always felt a bit sick if anyone was hurt, and didn’t like to hurt anyone. The target practise wasn’t so bad, I got quite nippy at reloading my little crossbow. Fortunately, I travelled to the practises alone, so when I realised there was a music class nearby I took a chance one day and walked right by the training ground…

That was where I met Jaques, the teacher, a retired Bard. He travelled the world playing music and singing, seeing wonderful sights. He often told us stories, but I couldn’t tell you if any one was the truth. Anyway, a great story is more important than a true one! Jaques always had mad bright clothes with sparkly details. He was like my grandad on acid. I also met Adam, a lanky, awkward boy that was a fairly good drummer when I joined. He is a couple of years younger than me, and taught me to play, too. Jaques always told us that trying our best and having fun was most important, and I couldn’t understand that for several months, until I realised I wouldn’t be punished for doing it wrong. As I grew bolder, I tried singing. I realised this was my favourite thing! I could sing funny songs and cheer everyone up. I really liked to see their reactions.

After a year or so, Jaques took more interest in me and started to show me more, like how to cast little spells. I consider him to be my mentor.

I left home yesterday. I don’t know where I’m going, but it won’t be back there.

Millicent Root

Heirs to Shadow stacewa