Amorette Archambeau
Amorette Archambeau
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Attack
When Your turn in combat.
You make a melee attack with your rapier or dagger, or a ranged attack with your dagger.
- Cast a Spell
When Your turn in combat.
Use a spell slot to manifest a magical effect.
Bonus action
- Bardic InspirationLevel 1
When Your turn in combat.
Inspire a creature within 60 feet. They add a d6 to an attack roll, save, or ability check within 10 minutes.
Always on
- SpellcastingLevel 1
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
- TraitHalf-ElfDarkvision
- TraitHalf-ElfFey Ancestry
- TraitHalf-ElfSkill Versatility
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Spells
6 spellsSpellcasting. Amorette Archambeau casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA fine martial weapon.
- DaggerA small blade.
Armor
- Leather ArmorArmor made from tough but flexible leather.
Tools
- LuteA wooden string instrument.
Gear
- Entertainer's PackIncludes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
- StaffA walking staff that can serve as a focus.
- Hunting TrapA mechanical trap to catch small game.
- Traveler's ClothesRugged clothes for the road.
- PouchContains 10 gold pieces.
Appearance
Amorette has sun-kissed copper skin and a mane of auburn hair that looks like it has never seen a comb. Her hazel eyes are sharp and constantly scanning her surroundings for threats or inspiration. She is lean and athletic, moving with a predator's grace. She wears sturdy, weathered leather armor and a cloak dyed the color of moss, carrying a lute that looks as though it has been through many storms.
Mannerisms
She never sits in chairs correctly, usually perching on the backrest, and she has a habit of looking at people with her head tilted to one side like a curious bird.
Personality
Fiercely independent and restless, Amorette finds the rules of civilization to be more like annoying suggestions. She is bluntly honest and expects others to be the same, treating a tavern floor with as much reverence as a queen's court. She is constantly curious, often more interested in the sound of a strange bird than the political maneuvering of the city.
Ideals
Freedom. The only true law is the one you write for yourself as you walk your path.
Bonds
My lute is the last piece of my childhood home, and I will protect it with my life.
Flaws
I am prone to ignoring social cues and will often walk away from a conversation if a beautiful sunset or a curious trail catches my eye.
Quirks
Background
Amorette was born from the fleeting romance between a high-elven ranger and a human frontiersman, raised in the shadows of the High Forest. Her childhood was spent learning the secrets of the woods, where she found that the natural world hums with a music far older and more profound than anything found in books. She began to mimic the rustle of leaves and the roar of the wind with her voice and a handmade lute, eventually discovering that this music could influence the world around her. Living on the fringes of society made her hardy and capable, though she never quite learned how to interact with people without a certain level of feral skepticism. Eventually, the isolation of the forest could no longer satisfy her growing desire to hear the songs of the entire world. She set out into the world of men and elves not for gold or glory, but because the road was calling her name in a key she had yet to master. She now wanders the borderlands, acting as a storyteller for the wild places and a reminder that nature cannot be fenced in.
“Eventually, the isolation of the forest could no longer satisfy her growing desire to hear the songs of the entire world.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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