Homebrew
Small Stout halfing, Wizard of the Cardinal Pact, Chaotic Neutral
A lovely looking halfling with bouncing black curls and enchanting green eyes. Her laugh rings like a bell and even in her dark, winered magewright's tunic, she looks intoxicating.
Freedom to do what Darcy wants, when she wants, with whom she wants, is all that matters.
The Cardinal Pact has been good to her and she'll do whatever she can to keep them together and safe and fully independent.
Darcy has few moral quibbles with things such as murder or even possession.
Spellcasting. Darcy is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Lucky: When Darcy rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Brave. Darcy has advantage on saving throws against being frightened. Halfling Nimbleness. Darcy can move through the space of any creature that is of a size larger than hers. Stout Resilience. Darcy has advantage on saving throws against poison, and she has resistance against poison damage.
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Handcrossbow: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Instinctive Charm (Recharges after Darcy casts an Enchantment Spell of 1st Level or Higher): Darcy tries to magically divert an attack made against her provided the attacker is within 30 feet of it and visible to it. Darcy must decide to do so before the attack hit or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.