Nova Lightsong
Nova Lightsong
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Bardic Inspiration
When Bonus action
Nova grants one creature within 60 feet a d6 inspiration die as a bonus action. The creature can add it to one ability check, attack roll, or saving throw within 10 minutes. Nova can use this twice per long rest.
- Bardic Inspiration, d6Level 1
Nova can inspire others through stirring words or music. As a bonus action, she grants one creature within 60 feet a d6 Bardic Inspiration die. The creature can add the die to one ability check, attack roll, or saving throw within the next 10 minutes. Nova can use this feature Charisma modifier times per long rest, currently 2 times.
Always on
- SpellcastingLevel 1
When As the spell requires
Nova casts a bard cantrip or known bard spell using Charisma as her spellcasting ability and can use her lute as a spellcasting focus.
- DarkvisionHalf-ElfNova can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot distinguish color in darkness, only shades of gray.
- Fey AncestryHalf-ElfNova has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfNova is proficient in two additional skills, Insight and Perception.
- Ability Score IncreaseHalf-ElfCharisma increases by 2, and Dexterity and Constitution each increase by 1.
- City SecretsUrchin
Nova knows the secret patterns and shortcuts of cities. She can move through urban environments quickly, find passages known only to locals, and locate basic necessities for herself and her companions.
Spells
6 spellsSpellcasting. Nova Lightsong casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade suitable for dueling and performance combat.
- DaggerA light blade kept at Nova's belt for emergencies and close-quarters fighting.
- LongswordA family heirloom inherited from Nova's father. It is worn and not part of standard bard starting equipment, but Nova is proficient with it.
- Light crossbowA worn hand crossbow carried across her back.
Armor
- Leather armorLeather armor worn beneath her shirt and vest.
Tools
- LuteA battered lute with faded blue accents, inherited from Nova's mother and used as her spellcasting focus.
Gear
- 20×Crossbow boltsBolts for Nova's crossbow.
- Diplomat's packA pack containing a bedroll, two mess kits, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Urchin belongingsA small knife, a map of the city she grew up in, a token from her parents, a pet mouse, a small keepsake from Ruby, and common clothes.
Purse
- 10×Gold piecesCoins saved through performances, schemes, and opportunistic favors.
Appearance
Nova is a young half-elf woman with pale skin, bright blue eyes, and medium-length shaggy brown hair that constantly falls into her face. She wears an old blue feathered cap inherited from her father, a white shirt beneath a fancy blue vest, a blue shoulder cape draped over her right shoulder, brown pants, and black boots. A worn lute with blue-painted accents hangs at her side, while a rapier, dagger, longsword, crossbow, and quiver are arranged across her belt and back. Within minutes of meeting her, most people notice that she repeatedly adjusts the feather in her cap and flashes a wide, mischievous grin that shows a slightly prominent canine tooth.
Mannerisms
Nova taps the side of her lute whenever she is thinking, adjusts the blue feather in her cap whenever she lies, and leans far too close when flirting. She laughs with her mouth open, showing one slightly prominent canine tooth, then immediately tries to turn the moment into a joke.
Personality
Nova is quick-witted, theatrical, and impossible to discourage for long. She treats nearly every conversation as an audience interaction, whether she is performing for a tavern, distracting a guard, or flirting with a woman twice her age. Beneath her confident showmanship, she is fiercely protective of Ruby and Fire, and she is far more observant and emotionally perceptive than she pretends to be.
Ideals
Freedom. No child should be owned, abandoned, or told where they belong. Nova will always choose the open road over a comfortable cage, even when the road is dangerous.
Bonds
Ruby Emerldheart is Nova's chosen sister, and Nova will risk almost anything to protect her. Her mother's battered lute and her father's feathered cap are the last pieces of her family that remain. She is determined to uncover the truth about her village and confront those responsible.
Flaws
Nova cannot resist flirting with an attractive older woman, even when doing so risks a fight, a failed negotiation, or Ruby's exhausted disapproval. She also hides fear behind jokes so relentlessly that she sometimes turns serious danger into a performance. Her hunger for revenge can make her reckless whenever she sees a clue connected to her destroyed village.
Quirks
Background
Nova was seven when raiders descended upon her village. By the time the fires burned low, her family was dead and the place she had called home was gone. She escaped with only two treasures, her father's battered blue feathered cap and her mother's old lute. Nova wandered until she reached the nearest city, where she learned to turn grief into music and coins into supper. Her performances were rough, but her voice was bright, and her quick fingers made the lute sing. The city watch eventually caught her sleeping beneath a market stall and sent her to the local orphanage. A year later, Nova met Ruby Emerldheart, a younger girl with strange magic flickering beneath her skin. Nova became Ruby's protector, older sister, and partner in every forbidden adventure. After several years, the pair escaped the orphanage and survived by performing, pickpocketing, bluffing, and swindling their way from town to town. During their travels, they found a female dragon wyrmling. Ruby named her Fire, and Nova reluctantly accepted that their little family now included a creature capable of burning down an inn. Nova dreams of entertaining the world from one end to the other, but beneath every joke and flirtatious smile lies a persistent need to discover who destroyed her village. When she finds them, she intends to make them remember her name.
“By the time the fires burned low, her family was dead and the place she had called home was gone.”
- Background
- Urchin
Connections
Species
Half-Elf
Media
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