Marionette Moonbeam

Spring Summer
Marionette Spring.png Marionette Summer.png
Autumn Winter
Marionette Autumn.png Marionette Winter.png

General

Stat Value
Status Alive
Race Eladrin
Class Rouge, Sorcerer
Level 2
Gender Female
Age Young Adult
HP 12
Max HP 12
AC 12
Initiative +2
College Witherbloom

Description

Appearance

Age 80
Height 5ft 6
Weight 120 lbs
Eye Colour Yellow
Hair/Fur Colour Spring - Green
Summer - Pink
Autumn - Copper
Winter - White
Skin Colour Spring - Green
Summer - Green
Autumn - Pale Orange
Winter - White
Faith Worshipper of Sune
Other

Biography

Marionette grew up in the lowest reaches of The Heart Tree — a towering sprawl of roots and ruin that forms the undercity of the Grand Varanian Forest. Down there, sunlight is a luxury, and survival depends more on wit than wealth. Abandoned at birth, she was left in the care of an old monastery that doubled as a front for the thieves’ guild known as Myra’s Hand. It was there that the guild’s leader, Aurthrin “Daggy” Dagg, a shrewd gnome with a fondness for strays and second chances, found her and raised her as his own.

Life beneath the Heart Tree was not an easy one, but it suited Marionette. By fifteen she was running solo jobs — burglaries, cons, forgery, and the occasional recovery of “misplaced” valuables for paying clients. Her work was careful, deliberate, and rarely violent. Marionette learned early that a quiet touch and a good story could open more doors than a blade ever could.

Her career took a sharp turn when she and her partner, the tabaxi safecracker Rafi “Red” Danthe, attempted to reclaim a stolen circlet from a guarded station in the middle strata. The plan was sound. The execution, less so. Caught between the returning guard captain and the Countess herself, the pair barely escaped — only to be captured at the lower gates by the very man they’d outwitted hours before. Six years in Bloodmarsh Prison followed, where even the guards kept their distance from the half-flooded cells and whispering reeds.

When she finally walked free, Myra’s Hand welcomed her back with open arms and a feast fit for a returning hero. Yet prison had changed her. Marionette had never enjoyed violence, and now she wanted little to do with it. She had no stomach for blood — she won’t take a life without reason and refuses to eat meat — and no desire to spend her years in the same endless cycle of theft and punishment.

Quietly, she began saving coin. Not for escape, but for transformation. For years, she dreamed of learning magic — not the sleight-of-hand tricks of her guild, but real, shaping magic. With the encouragement of her friend Cyinth Agora, she applied to Neverwood Academy, hoping to exchange her criminal cunning for arcane craft. Though initially waitlisted, her patience was rewarded months later with a letter sealed in silver wax: a place had opened.

Now at Neverwood, Marionette is eager to prove that even those born in shadow can learn to master the light. Still, old habits die hard. Her loyalty to those she calls family runs deep — and while she’d never turn on a friend, there are times when the right coin can still tip the scales.

Skills

Pasted image 20251022223231.png

Student Skill Points

Studied Learning Applied Learning Extracurriculars Jobs Popularity
0 2 1 -2 2

Traits

Sneak Attack

PHB-2024, pg. 129
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Weapon Mastery

PHB-2024, pg. 129
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Dagger (Nick)

Your training with weapons allows you to use the mastery property of Daggers:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Whip (Slow)

Your training with weapons allows you to use the mastery property of Whips:

Slow. If you hit a creature with a Whip and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Cunning Action

PHB-2024, pg. 130
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Innate Sorcery

PHB-2024, pg. 140
Twice per Long Rest, you can take a Bonus Action to unleash the simmering magic within you for 1 minute.

Activate this effect by clicking on this feature and selecting Activate Innate Sorcery. Deselect it to stop this effect.

Activate Innate Sorcery
During your Innate Sorcery, you gain the following benefits:
• The spell save DC of your Sorcerer spells increases by 1.
• You have Advantage on the attack rolls of Sorcerer spells you cast.

Innate Sorcery: 1 Bonus Action
Uses: 2/Long Rest

Eladrin Season

MotM, pg. 13
Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.

Spring

Cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes.

Summer

Boldness and aggression, a time of unfettered energy and calls to action.

Autumn

Peace and goodwill, when summer’s harvest is shared with all.

Winter

Contemplation and dolour, when the vibrant energy of the world slumbers.

Fey Ancestry

MotM, pg. 13
You have advantage on saving throws you make to avoid or end the charmed condition.

Fey Step

MotM, pg. 13
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Spring.

When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer.

Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Autumn.

Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter.

When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Trance

MotM, pg. 13
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Neverwood Initiate - Witherbloom

Homebrew

You have studied some magical theory and have learned a few spells associated with the Neverwood Academy.
Your spellcasting ability for this feat’s spells is Intelligence.

Chill Touch (Cantrip)
Spare the Dying (Cantrip)
Speak with Animals (1st)/Long Rest

Spell Book

Inventory

Equipment (11)

Arrows (20)
Dagger
Dagger
Herbalism Kit
Ink (1 ounce bottle)
Ink Pen
Leather Armor
Iron Pot
Shortbow
Shortsword
Thieves' Tools

Backpack (10)

Ball Bearings
Bell
Candle
Crowbar
Hooded Lantern
Oil
Rations
Rope
Tinderbox
Waterskin

Pouch (0)

Quiver (0)

Connections

Quests: Ricards Riches, What Happens Under The Oak Tree

Groups: Cohort of 1508, Group 3

Relationships

Pets: Unknown
Parents: Aurthrin "Daggy" Dagg (Adoptive Father)
Siblings: Unknown
Partner: Unknown
Friends: Cyinth Agora, Rafi “Red” Danthe
Enemies:

Academics

First Year