Merilee Merrilel

Character Stats

Race: High Elf
Necromancer
Level: 11
AC: 13
HP: 57
STR: 8 (-1)
DEX: 16 (+3)
CON: 13 (1)
INT: 18 (+4)
WIS: 10 (+0)
CHA: 12 (+1)
Abilities
Languages
Elvish, Common, Primordial
Tool Proficiencies
Disguise Kit, Forgery kit
Fey Ancestry
Advantage on saves against being charmed, and cannot be magically put to sleep
Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 6, and none of the slots can be 6th level or higher.
Grim Harvest
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy.
Undead Thralls
When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, its max HP is increased by 11 and it adds +4 to its weapon damage rolls
Inured to Death
Resistance to necrotic damage, and your HP max cannot be lowered
Lucky
You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.
Necromancy Savant
The time and gold it takes to copy a necromancy spell is halved
Spells
Cantips
Chill touch, Toll the Dead, Fire Bolt, Mage Hand, Poison spray, Ray of Frost
1st Level
Comprehend Languages(R), Detect Magic(R), False Life, Mage Armour, Magic Missile, Shield
2nd Level
Blindness/Deafness, Hold Person, Misty Step
3rd Level
Animate Undead, Counterspell, Hypnotic Pattern
4th Level
Conjure Minor Elementals, Vitrolic Sphere
5th Level
Cone of Cold, Negative Energy Flood
6th level
Magic Jar
Skills
Prof: Acrobatics: +3 Animal Handling: +0 Arcana: +8 Athletics: -1 Deception: +5 History: +4 Insight: +0 Intimidation: +1 Investigation: +4 Medicine: +0 Nature: +1 Perception: +4 Performance: +1 Persuasion: +1 Religion: +8 Sleight of Hand: +7 Stealth: +3 Survival: +0
Backstory
Background
Charlatan
Personality
I am absolutely sure that I am capable of becoming what I want to be.
I always see things through, and value consistent effort in all things. Spontaneity is for people with no direction.
Personally I prefer to go unnoticed, but I do love drama and gossip.
Ideals
I don’t care if it’s because they fear me or love me, so long as people respect me. I’m determined to make something of myself.
I take what I can from the world (...yes that includes people's bones)
I cannot stand lazy or directionless people, and have respect for those with strong convictions, even if I disagree.
Bonds
She has a soft spot for children that she will never admit to, and she misses her parents a lot.
She is as respectful as possible of the dead when she's looting their remains. 
Flaws
I have no shame in admitting it, I'll run and preserve my own hide if the going gets tough. Nothing is worth dying for.
Lying is second nature, and often automatic. I;m convinced that no one could ever fool me the way I fool others.

Merilee grew up in Mosstone, on the edge of the forest of Tethir. Her fascination with magic began with a circus, amazed by the tall and mysterious wizard on the stage in front of her, manipulating their skeletal creation with cool and haughty ease Though she didn’t grow up poor, her parents hardly had extra money to giving her for incense and magical powders. Luckily, if you’re not too squeamish to do it, you can always can just go and dig up your own spell components at the local cemetery.

Annoyingly, people tend not to look too kindly on grave robbing. Thanks to the valuables pilfered from corpses, she had built up a decent amount of savings, allowing her to take off on the road when she saw people sharpening a few pitch forks. Along the way, she also took up the guise of a traveling psychic, telling fortunes, promising wishes, and speaking to the dead.

There was a time of stability, after she left home. She traveled south, and spent five years in a Calimport earning an actual honest living (mostly) working in a wizardry supply shop, where she managed to devour the tomes on offer on her breaks.

Irophira Themis

Irophira

Character Stats

Race: Half Elf
Warlock (Arch Fey)
Level: 3
AC: 14
HP: 24
STR: 8(-1)
DEX: 14(+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 11 (+0)
CHA: 17 (+3)
Abilities
Languages
Common, Elvish, Slyvan, Draconic
Tool Proficiecies
Dragonchess Set
Fey Presence
Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 13) or become charmed or frightened by you (your choice) until the end of your next turn.
Agonising Blast
Add +3 to the damage eldrich blast deals.
Mask of Many Faces
Cast disguise self at will, without expanding a spell slot
Pact of the Tome
Your patron grants you a grimoire that allows you to learn additional cantrips
Fey Ancestry
Advantage on saving throws against being charmed, and magic can't put you to sleep
Spells
Cantrips
Chill Touch, Eldrich Blast, Guidance, Ray of Frost, Resistance
1st Level
Disguise Self (Invocation)
2nd Level
Armor of Agathys, Faerie Fire, Hold Person, Misty Step
Skills
Prof: Acrobatics: +2 Animal Handling: +0 Arcana: +3 Athletics: -1 Deception: +5 History: +3 Insight: +0 Intimidation: +3 Investigation: +3 Medicine: +0 Nature: +1 Perception: +2 Performance: +3 Persuasion: +5 Religion: +1 Sleight of Hand: +2 Stealth: +2 Survival: +0
Backstory
Background
Waterdhavian Noble
Personality
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
I am full of kindness, but if you do me an injury I will crush you, ruin your name, and salt your fields
I'm not entirely sure how much things cost, though I could tell you the wholesale price per kilo.
Bonds
Nothing is more important than my family. If there was ever someone I could trust when I could trust no one else, it would be my little brother, Orist.
Flaws
In fact, the world does revolve around me. I am easily taken in by a sad story, which can leave me open to manipulation.
I worry about my ability to live up to my family's name, and deep down I know this adventure is fueled by a desperation to prove myself.

Irophira Themis grew up listening to her mother’s stories of their family long past. The tales of how, eons ago, her family had lived in another plane entirely, in the Feywild. And not just lived, but lived well. A high merchant house now, Phira's family had always occupied a position in high society, a heritage that brought her pride, a sense of belonging, and the feeling of always having been destined for something more.

The problem, of course, was that as wonderful as the life of noble may have been, it was incredibly dull. She loved Waterdeep, it was truly a city like no other, a place where one could live for years and never know everything it had to offer. She was, nevertheless, bored. The urge to leave, to adventure, to exist in some other place and some other time, is what lead her first to the yawning library of her estate, to Blackstaff to pester some sages, and then, eventually, to the Fey.

The Archfey had greeted her with the cordial charm that she was accustomed to, the Fey court not so different to her own. It was strange, the Fey’s handsome faces and sharp teeth, their hands sliding over her skin like silk and feathers, whispering to her in sweet discordant melodies. Yet with every step she took, she felt more sure about the power she was courting. This was, after all, her home, and she a prodigal daughter, claiming a power that her family had left abandoned so many years ago.

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