Felicia the Great
Felicia the Great
Sheet
AC 14 · 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
Weapons
Tools
Languages
Features
13 featuresAction
- Disguise Self
When Action
Felicia magically disguises herself and her clothing, armor, weapons, and other belongings for 1 hour. A creature can use an action to inspect the disguise and make an Intelligence (Investigation) check against her spell save DC.
Always on
- Fire Bolt
When Action
Felicia launches a mote of fire at a creature within 120 feet. The target makes a ranged spell attack, taking 1d10 fire damage on a hit.
- Mage Hand
When Action
Felicia creates a spectral, floating hand within 30 feet that can manipulate objects, open containers, retrieve items, and perform other simple tasks.
- Minor Illusion
When Action
Felicia creates a sound or an image of an object within range that lasts for up to 1 minute and can distract, deceive, or conceal.
- Prestidigitation
When Action
Felicia performs a minor magical trick, such as creating a sensory effect, cleaning or soiling an object, or igniting or snuffing a small flame.
- Shield
When Reaction when hit by an attack or targeted by magic missile
When Felicia is hit by an attack, she can use her reaction to gain a +5 bonus to AC until the start of her next turn, potentially causing the attack to miss. She also takes no damage from magic missile for that turn.
- SpellcastingLevel 1
Felicia can cast known sorcerer spells using Charisma as her spellcasting ability. She knows four cantrips and two 1st-level sorcerer spells.
- Sorcerous OriginLevel 1
Felicia's innate magic comes from an unexplained arcane source within her bloodline. At 1st level, she has not yet chosen a sorcerous origin.
- DarkvisionTabaxiFelicia 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 discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen Felicia moves on her turn in combat, she can double her speed until the end of that turn. She cannot use this trait again until she moves 0 feet on one of her turns.
- Cat's ClawsTabaxiFelicia has claws that deal 1d4 slashing damage on a hit and have a climbing speed of 20 feet when used to climb.
- Cat's TalentTabaxiFelicia is proficient in the Perception and Stealth skills.
- Criminal ContactCriminal
Felicia has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to communicate through coded messages and can obtain information through this underworld connection, though using it may attract unwanted attention.
Spells
6 spellsSpellcasting. Felicia the Great casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- Light crossbowA light crossbow with 20 bolts, suitable for ranged attacks when Felicia's magic is inconvenient.
Tools
- CrowbarA sturdy iron bar useful for prying open doors, crates, and occasionally the assumptions of self-important officials.
- Gaming setA small bone and brass gaming set used for gambling, distraction, and passing coded messages.
- Thieves' toolsA set of fine tools for opening locks and disabling traps.
Gear
- 20×Crossbow boltsAmmunition for Felicia's light crossbow.
- Component pouchA small container holding the mundane and magical materials needed for Felicia's spells.
- Dungeoneer's packA pack containing equipment useful for underground travel, including a backpack, lantern, rations, rope, and other adventuring supplies.
- Dark common clothes with hoodA set of worn but expensive-looking dark common clothes, including a hooded cloak.
Purse
- 15×Gold piecesFelicia's remaining starting currency.
Appearance
Felicia is a lithe, long-limbed tabaxi with tawny fur marked by dark rosettes and a thick, expressive tail. She dresses in well-cut dark clothing beneath a wine-red sorcerer's coat, with a silver signet ring used as her arcane focus. Within a minute of meeting her, most people notice the sharp scent of clove oil and expensive dusting powder that follows her everywhere. Felicia's eyes rarely settle on faces. They track hands, exits, pockets, weapons, and whoever in the room appears most afraid of being judged.
Mannerisms
Felicia pauses before answering simple questions, as if consulting an invisible legal record. She dusts her fingertips with clove-scented powder before making an important decision, and she tilts her head whenever someone says the words fair or trust me. When pleased, she taps the edge of her silver signet ring against her thumb in a slow, deliberate rhythm.
Personality
Felicia is poised, observant, and relentlessly composed. She speaks to everyone as though they are already involved in a trial, carefully choosing words that sound courteous while leaving no doubt about who she believes holds authority. She has a genuine instinct for protecting people who are exploited, but that instinct is tangled with pride and a desire to be recognized as the architect of their rescue. She enjoys clever bargains, precise threats, and watching arrogant people discover that consequences have finally found them.
Ideals
Justice. Every debt must be paid, every abuse must have a consequence, and no one should be allowed to escape judgment merely because they possess wealth or authority. The difference between Felicia and a tyrant, in her mind, is that she is more competent.
Bonds
She is bound to the old criminal network that gave her shelter, and she will destroy anyone who betrays its members. She also keeps a stolen courthouse ledger that contains evidence of corruption among several powerful officials.
Flaws
Felicia cannot resist delivering a verdict, even when silence would be safer. She is vindictive toward anyone who embarrasses her, distrustful of genuine generosity, and prone to confusing control with righteousness. When forced to choose between mercy and proving that she was correct, she usually chooses proof.
Quirks
Background
Felicia the Great grew up in a crowded riverside district where merchants complained about theft while quietly underpaying the dockworkers who served them. Her mother taught her that justice was not the same thing as kindness. Justice was balance, consequence, and making certain that every debt was collected. Felicia took the lesson seriously. She began as a lookout and message runner for a small burglary crew, developing an uncanny talent for appearing exactly where suspicion was weakest. Her tabaxi agility made her an excellent climber, while her natural charm let her convince victims that losing their valuables was probably their own fault. Her sorcery emerged during a botched robbery of a magistrate's archive. When cornered beneath a locked courthouse, Felicia instinctively twisted the air into a burst of golden force that shattered the door and left the pursuing guards unharmed but humiliated. She interpreted the event as a sign that power belonged in the hands of someone with the discipline to use it. Since then, she has become an ambitious criminal with a personal code. She protects those who honor their agreements, ruins those who exploit the powerless, and considers herself perfectly justified in deciding who deserves which outcome. To Felicia, law is merely justice with better paperwork, and she intends to write the paperwork herself.
“Her mother taught her that justice was not the same thing as kindness.”
- Background
- Criminal
Connections
Species
Tabaxi
Media
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