Lillith
Lillith
Sheet
AC 11 · HP 15 · 30 ft.Saving throws
Skills
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- PerformanceCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Bardic InspirationLevel 1
As a Bonus Action, Lillith can inspire another creature within 60 feet who can see or hear her. The target gains one Bardic Inspiration die, a d6, which it can roll within 1 hour after failing a D20 Test to add the result and potentially turn failure into success. She can use this a number of times equal to her Charisma modifier, minimum 1, and regains all uses after a Long Rest.
Always on
- Vicious Mockery
When Action
A mocking phrase twisted with magic to deal psychic harm and disorient a foe.
- Dancing Lights
When Action
A dance of floating lights used for distraction, signaling, or mood setting.
- Dissonant Whispers
When Action
She whispers a cutting note that can sap a foe's confidence and force movement.
- Healing Word
When Bonus Action
She speaks a brief blessing that lets an ally regain a small burst of vitality at range.
- SpellcastingLevel 1
Lillith can cast bard spells using Charisma as her spellcasting ability. She knows 2 cantrips and prepares 5 level 1+ spells from the Bard spell list. She has 3 level 1 spell slots and regains them after a Long Rest.
- ExpertiseLevel 2
Lillith gains Expertise in two skill proficiencies of her choice, doubling her proficiency bonus for those skills.
- Jack of All TradesLevel 2
Lillith can add half her Proficiency Bonus, rounded down, to any ability check using a skill proficiency she lacks and that does not already include her Proficiency Bonus.
- TraitElfDarkvision, 60 feet.
- TraitElfKeen Senses, proficiency in Perception.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic can't put you to sleep.
- TraitElfTrance, you don't need to sleep and instead meditate for 4 hours to gain the benefit of a Long Rest.
- TraitElfCommon and Elvish languages.
- Criminal ContactCriminal
Lillith knows how to reach the underworld when she needs information, shelter, or a discreet favor. She can usually find a contact, rumor broker, fence, or gang intermediary who recognizes the old signs of her trade.
Spells
7 spellsSpellcasting. Lillith casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
10 itemsWeapons
- 2×DaggerOne of her starting daggers from bard training.
- 2×DaggerA spare dagger taken from a criminal stash.
Armor
- Leather ArmorLight armor with AC 11 while worn.
Tools
- LuteA stringed musical instrument chosen for bardic focus, usually a lute.
- Thieves' ToolsUsed for quiet work and breaking into sealed places.
- CrowbarA stout iron pry bar for forcing doors or crates.
Gear
- Entertainer's PackA pack with performance and travel essentials.
- 2×PouchSmall coin purses and hidden compartments for fences, bribes, and safekeeping.
- Traveler's ClothesWorn traveling clothes suited for blending into crowds.
Purse
- 35×Gold PiecesCoins kept for bribes, meals, and emergency lodgings.
Appearance
Lillith is a tall, spare elf with storm-dark hair worn in an unruly braid, quick gray-green eyes, and a runner's build that looks more practiced than delicate. She dresses like someone who expects to climb a wall or flee a guard at any moment, with worn leather armor under a charcoal cloak lined in silver thread. A slender lute case hangs at her back beside a thief's satchel, and her long fingers are marked by small nicks from locks, strings, and knives.
Mannerisms
She speaks softly until she wants to be heard, then every word lands like a coin on a tavern table. She watches exits first and faces second, counts beats under her breath when nervous, and unconsciously taps lock patterns on her knee when thinking. When she lies, she often smiles with only one corner of her mouth.
Personality
Lillith is quick-witted, observant, and disarmingly warm once she decides someone is safe. She loves daring plans, hidden passages, and problems that can be solved with a clever line and a cleaner conscience. Beneath her swagger, she is deeply protective of the vulnerable and quietly exhausted by cruelty.
Ideals
Freedom. No ruler, guild, or priest should own a person's future. People deserve a chance to choose who they become, even if they started in the gutter.
Bonds
She still sends a share of her earnings to the families who sheltered her when she had nothing, and she would risk almost anything to protect the district that raised her. She keeps a folded scrap of music paper stained with old wax seals, the last thing left to her by the mentor who taught her how to turn a lie into a lullaby.
Flaws
She trusts her own improvisation too much and sometimes assumes she can talk, sing, or smile her way out of consequences. When cornered, she becomes sharp-tongued and secretive, and she would rather risk herself alone than admit she needs help. She also has trouble walking away from a good grift, even when the smarter choice is to leave well enough alone.
Quirks
Background
Lillith was born among elves who expected patience, precision, and long memory, but she found the city streets faster and far more honest. She learned early that a melody can open doors that a key cannot, and that a false laugh can cover the sound of a lock turning. By the time she was old enough to be trusted with a blade, she had already become useful to a small criminal crew that treated her like a strange, bright-talented nuisance. She burgled rich houses for food, passed messages through music, and learned that even thieves keep rules when they want to survive one another. Then the crew crossed a line she would not. Lillith took the blame for a failed theft meant to feed the poor district where she had made a home, and the resulting choice left her branded by both the city watch and the underworld. She survived by turning the same skills toward freer ends, slipping from rooftop to rooftop, playing taverns for coin, and using her wit to unsettle bullies before they could raise a hand. Now she travels as a bard with a thief's instincts, chasing stories, secrets, and a better kind of justice than any magistrate ever delivered. She is still learning whether she is escaping her past or composing a new one.
“She learned early that a melody can open doors that a key cannot, and that a false laugh can cover the sound of a lock turning.”
- Background
- Criminal
Connections
Species
Elf
Media
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