Happy Beauty

## Background

An herbalist with a passion for discovering new plants, animals, and magical items to expand her knowledge of medicine in order to help those in need. Her husband, Cake of Chocolate (Cake) takes care of their six kits at home. He is a tailor who specializes in the finer materials and always loves it when Happy brings back new dyes for him to mess with.  They made the decision to travel to the new world in order to discover new things with the hope of discovering a new line of clothing or medicine to one day send back to the old world.

## Description

Happy is a Tabaxi and has humanoid and cat like features. Her fur is of medium length and covers her whole body. It is gray in color. Her cat-like eyes are a deep emerald color. She typically dresses in capri style pants with a silk sash tied around her waist. Her tops usually consist of a twisted tube top. There is always a leather bag or two on her hips and/or a backpack on her person usually with more pouches or fresh flowers or herbs hanging off of it.

 Thunder in the Morning | Son

Ability Scores
 Constitution
 Intelligence
 Wisdom
 Charisma

## Class Features, Racial Attributes, and Noted Proficiencies

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Bard Class Features

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* ***Spellcasting***
	+ Ability: Wisdom
	+ Able to use ritual casting
* Spellcasting Focus: Her wedding ring

Spell List

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Tabaxi Racial Features

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* ***Ability Score Increase***
	+ Your Dexterity score increases by 2, and your Charisma score increases by 1.

* ***Speed***
	+ Your base walking speed is 30 feet.

* ***Darkvision***
	+ You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

* ***Feline Agility***
	+ Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

* ***Cat’s Claws***
	+ Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* ***Cat’s Talent***
	+ You have proficiency in the Perception and Stealth skills.

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Noted Proficiencies

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* ***Languages***
	+ Common, Druidic, Loxodon, Merfolk
* ***Armor***
	+ Light Armor, Medium Armor, Shields
* ***Weapons***
	+ Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
* ***Tools***
	+ Cartographer's tools:
		- ***Components.*** Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.
		- ***Arcana, History, Religion.*** You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
		- ***Nature.*** Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
		- ***Survival.*** Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
		- ***Craft a Map.*** While traveling, you can draw a map as you go in addition to engaging in other activity.

 Determine a map’s age and origin
 Estimate direction and distance to a landmark
 Discern that a map is fake
 Fill in a missing part of a map

* Herbalism Kit:
	+ Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
	+ ***Components.*** An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
	+ ***Arcana.*** Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
	+ ***Investigation.*** When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
	+ ***Medicine.*** Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
	+ ***Nature and Survival.*** When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
	+ ***Identify Plants.*** You can identify most plants with a quick inspection of their appearance and smell.

 Find plants
 Identify poison

* ***Background Feature***

* *HISTORICAL KNOWLEDGE: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.*

* Deep Delver: You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You’re also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.

## Inventory

* ***Weapons and Armor***
	+ Scimtar & Mace
	+ Leather Armor
* ***Class Tools***
	+ Herbalism Kit
* ***Important / Significant Items***
	+ Her wedding ring
* ***Other / Misc.***
	+ *Explorer's Pack*
		- Backpack, bedroll, mess kit, tinderbox, 10 days of rations, waterskin, and 50 feet of hempen rope
	+ A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp