Moonnight

### Aliases

'Stabby Stabby', Champion of Loopmotin, Gerbbo Thrower, Champion Gerbbo Thrower, Silverwisp, Moonnight Spirit-Speaker

## Stats

Strength: 8/19

Dexterity: 20

Constitution: 15

Intelligence: 10

Wisdom: 12

Charisma: 14

AC: 17/18

Speed: 40ft, 30ft Climb

Passive Perception: 21

Languages:Common, Abyssal

HP: 141

## Feats

**Duel Wielding**

 You master fighting with two weapons, gaining the following benefits:

• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

• You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.

• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

**Mage Slayer**

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

* You have advantage on saving throws against spells cast by creatures within 5 feet of you.

## Abilities

**Boon of Fortitude**: + 40 hp

**Sneak attack**:  Once per turn, you can deal an extra 5d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

**Theive's Cant**: During your rogue Training you learned thieves' cant.Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly. In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.

**Cunning Action**: You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

**Uncanny Dodge**: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

**Evasion**: You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

**Skirmisher**: You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

**Survivalis**t: You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

**Superior Mobility**: Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

**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.

**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 turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

**Rage**: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength Checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

**Unarmored Defense**: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

**Danger Sense**: At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

**Reckless Attack**: Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

**Totem Spirit**: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

*Bear.* While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

**Spirit Seeker**: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

## Spells

**Beast Sense (ritual only)**

Divination

Level: 2
Casting time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

**Speak with Animals (ritual only)**

Divination

Level: 1
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

## Equipment

Gold 185

**Currently Attuned to 3 Magic Items (gauntlets, Sunblade, Brooch)**

Crowbar

Dark hooded clothes

Rapier

Shortbow

Quiver with 20 arrows

Dungeoneers Pack ( Backpack, Crowbar, Hammer,10 pitons,10 torches,a Tinderbox,10 days of Rations,a Waterskin,50 feet of Hempen rope)

Leather Armor

Studded Leather Armor

Diguise Kit

Dagger

Small Mirror

Theive's Tools

Fine Clothes

2gp worth of animal feed

Knuckle Dusters of Resist Poison (Attuned, silvered)

Gauntlets of Ogre Strength

Red Cap (unattuned)

Sun Blade

Boots of Elvenkind

Ring of Regeneration

+1 Studded Leather Armor

Cloak of the Manta Ray

Circlet of Mindsheilding

Cold Weather Clothing

Holy Water

## Companions

**Celeste**

Celeste is a beautiful white riding horse which Moonnight picked up before travelling to the Seven Pillared Hall. She got a surprisingly good bargain as Celeste is a tough and well behaved horse, unlikely to startle if her rider works with her. Celeste is currently under the care of the guilds of The Smoke.

She is equipped with a Riding Saddle, Bit and Bridle and Saddle Bags

**Flying Monkey**

During The Nice Ones visit to The Feywilds, the group came across a small number of Grung, trying to force a small monkey into a cage. They succeeded before the party were close enough, but during the ensuing combat, Moonnight was able to break the lock and free the monkey. She skillfully managed to persuade the monkey that they were not a threat and would be good friends, causing the flying simian to join them. The small fey creature has not yet been named.

## Past

Moonnight was born to a semi nomadic tribe of tabaxi's that hale from the fen's and grasslands. Her dark fur colour was always seen as an omen among the group, though what of, they never specified. During her adolescent years, the tribe were attacked by slavers, an event that resulted in her capture. Her dark fur made her stand out, unable to hide well in the lands she called home.

She spent several months in captivity, fed just enough to survive, caged and bound. When the slavers finally announced her fate was to be sold as an exotic pet to the highest bidder, she crumpled somewhat, the slavers crude descriptions instilling a level of fear based obedience into her.

When the night of the auction came she was bathed and made presentable as possible, the auction taking place in the underground chambers of a noble in The Smoke.

She was purchased by Malcador Riffon, a teifling noble of House Zannifer, and naturally she feared the worst. What was to come both surprised her and helped her shed her fears. Riffon had attended the auction to purchase slaves so that he could protect them, giving them a second chance at life while protected by his name and wealth. He had to keep his purchases limited so it would not be known he was freeing slaves.

Over time Moonnight was pampered with the luxury she received, though she didn't allow herself to become idle. It was during this Riffon noticed her dexterity and began to train her as a duelist and at honing her showmanship.

When she was introduced to his biggest secret, that he was actually the gentleman thief that was talk of the Smoke, she became his apprentice. Together they conducted extravagant and flashy heists, her in the background while he stood in the spotlight. They never stole excessively and used the money to free more slaves and improve lives. But all good things must come to an end.

One night, Riffon disappeared and the gentleman thief's hanging was broadcast. Moonnight, struck with grief did not attend, so never was able to confirm that he truly died. While she and the other's in his home were welcome to continue living there, she couldn't stay tied to a place that made her heart hurt.

She lived on the streets, stealing and sneaking for her survival, but missing the thrill of real heists. Eventually she fell in with a group of criminals, using her skills to rise up through them quickly while also gaining an expanded repertoire through observation.  She eventually became a successful highway man (cat?) And killer for hire, one who could charge high rates for high profile jobs. However one such job was what lead to her meeting The Nice Ones during their trials against Orcus. She may not have been paid for that mark  but she surely gained something valuable. A new home.

## Other

Moonnight has had many close calls and even a brush with death.This occurred at the hands of Will-of-the-Wisps in the Feywild. However thanks to The Nice Ones heartfelt ritual at the moonwell, she was able to return to life. As a result, small silvery black patterns have formed on her back, where droplets of the chaotic pools waters had seeped into her cold fur.

Since then there has been a void within her, that seems to be ready to house an entity that noticed her while she was dead. Upon meeting Captain Dove, she found that in one version of the future she had been possessed by something evil and done terrible things. However on visiting Scripta, the library planet, Moonnight picked up a book that informed her that these spaces can be used for got, able to draw in and symbiose with spirits to help them finish their final business. She has also has the ability to detect spirits as a result.

In the City Of Brass, we met a Loxodon called Thrombarr, a cleric of Kelemvor. He joined us on our journey through time and dimensions to take on the mindflayers and believes that the void and spirit sense is a blessing of Kelemvor. He has since pledged loyalty to Moonnight.