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Skye Ventus

Air Genasi Race
Krazax - Songport Arrival Origin
College of Swords Bard 12 Class & Level
Neutral Good Alignment
Oun Deity
Bard's College Faction
Quartermaster Rank/Position
14 Loyalty
The Cerulean Vanguard Company

Strength 10
+0
Dexterity 20
+5
constitution 18
+4
intelligence 11
+0
wisdom 12
+1
charisma 22
+6
Total Hit Dice 10 d8
Hit Die
1d8+4
+4 proficiency bonus
+0 Strength
+9 Dexterity
+4 Constitution
+0 Intelligence
+5 Wisdom
+10 Charisma
saving throws
+13 Acrobatics
+3 Animal Handling
+8 Arcana
+2 Athletics
+8 Deception
+2 History
+5 Insight
+8 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+2 Nature
+3 Perception
+14 Performance
+14 Persuasion
+2 Religion
+7 Sleight of Hands
+7 Stealth
+5 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
17
Armor Class
121
Hit Points
+7
Initiative
45 walking/40 flying
Speed
WeaponAttack RollDamage
Lyra's Lightning (rapier) 1d20+11 1d8+2d4+2+2+2+5
Spell Attack 1d20+10
Attacks
Skill Proficiencies

-Acrobatics (Expertise)
-Arcana (Expertise)
-Insight (Oun)
-Performance(songport arrival)(Expertise)
-Persuasion(Expertise)
-Survival(Krazax)

Armor Proficiencies

-light armor
-medium armor
-shields (academy)

Weapon Proficiencies

-simple weapons
-hand crossbows
-longswords
-rapiers
-shortswords
-scimitars

Instrument Proficiencies

-Flute
-Lute
-Violin
-Singing(Bard's College)
-Horn(Bards College)

Tool Proficiencies

-Calligrapher's tools (academy)
-Woodcarver's tools
-Smith tools

Languages

-Common
-Auran

ASI's & Feats

-Level 4 (ASI): +1 Con, +1 Char
-Level 8 (feat): Resilient Wisdom
-Level 12 (feat): Mobile

Proficiences
Spell Save DC: 18 | Spell Attack mod: +10

Cantrips:


Dancing Lights

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood,
or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Lightning Lure

Evocation cantrip
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Minor Illusion (Loyalty Benefit)

Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

 

Prestidigation

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious Mockery

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1 d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1st level:


Detect Magic (1/Day Loyalty Benefit)

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Feather Fall (1/Day Loyalty Benefit)

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Healing Word

1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Longstrider

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

2nd level:


Levitate (1/Day Racial)

2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long
shank on one end)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target,
which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Shatter

2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

3rd level:


CounterSpell

3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Dispel Magic

3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Hypnotic Pattern

3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of O.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Sending

3rd-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Tongues

3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

4th level:


Dimension Door

4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Greater Invisibility

4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Polymorph

4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature
returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

5th level:


Circle of Power

5th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Mass Cure Wounds

5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by ld8 for each slot level above 5th.

Synaptic Static

5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

6th level:


True Seeing

6th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration: 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Spellcasting

Inventory


Equipment 137 lb

-3415gp
-23 crafting Tokens
-x2 Essence of Wind
-Gachatier's Wares (dagger) 1 lb
-Sharon’s Shawl of Shadows (Blueprint)
-1 Scroll of Pyrotechnics (1lb)
-1 Scroll of charm person (1lb)
-1 scroll of Locate Object (1 lb)
-3 scroll of protection against evil and good (3 lb)
-1 Scroll of feather fall (1 lb)
-4 Scroll of Longstrider (4 lb)
-2 Scroll of lesser restoration (2 lb)
-1 Scroll of Gentle Repose (1 lb)
-1 Scroll of Healing Word (1 lb)
-2 holy water flasks (2 lb)
-Calligrapher's Supplies (5 lb)
-spyglass (1 lb)
-Masterwork Shield (6 lb)
-Bandolier (1 lb)
-Masterwork Studded Leather Armor (Equpped) (13 lb)
-Brigandine of the Necrodruid (13 lb)
-Needle (2 lb)
-6 Daggers(6 lb)
-woodcarver's tools(5 lb)
-entertainer's pack (35 lb):
>backpack(5 lb)
>bedroll(7 lb)
>2 costumes(8 lb)
>5 candles
>5 days of rations(10lb)
>waterskin(5 lb)
-Fadesteel violin(1 lb)
-Flute (acquired at the mages guild) (1 lb)
-Masterwork Bandolier 1 (Potion of invisibility, Potion of Superior Healing, Potion of Superior Healing, Potion of Greater Healing) (3 lb)
-Bandolier 2 (Potion of superior healing, Potion of Invulnerability, Potion of Growth) (2.5 lb)
-1 Potions of animal friendship (0.5 lb)
-1 Potion of Water Breathing (0.5 lb)
-1 Potion of bottled breath (0.5 lb)
-3 Potion of Greater Healing (1.5 lb)
-2 healing potion (1 lb)
-2 Potions of Fire Breath (1)
-Potion of Necrotic Resistance (0.5 lb)
-18 25gp True Seeing Ointment (spell component)
-5 Oils of Slipperiness (2.5 lb)
-9 Potions of Heroism (4.5 lb)
-6 Potions of Invulnerability (3 lb)
-1 Invulnerability Potion Reagents
-1 (1 Day) Rations (2 lb)
-1 ink pen
-1 ink bottle(10 oz)
-2 parchment sheets
-Turkey mask
-Turkey-bone dice
-A stuffed turkey
-“777 Ways to Cook A Turkey” Book
-Lord of Blades Body Pillow
-Holy Symbol of Oun
-Azurite Pendant (1 lb)
-Fine Clothes (6 lbs)
-A very detailed depiction of himself riding a wind gust while playing the violin with Pine sitting on his hat from wodden figure (1 lb)
-Metal sculpture of a music theatre (1 lb)
-Sturdy Bark Talisman
-Green and Bronze stripped ribbon, with a "catterpillar" symbol etched into it. (no accessible till out of RP lock)
-Aylamta


Magic Items


Lyra's Lightning (Attuned)

+2 Rapier -Minor Legendary (6800gp, 85 crafting days) Attunement: College of Swords Bard

This rapier has a hilt guard shaped similarly to a clef note with Auran runes that run down the very blade itself. Anyone who speaks the language would know the runes tell a story of a woman who once sang out to the skies of Ryne. A light blue glow is emitted from these runes, as pulses of lightning leap out of them from time to time. When you reach out to grab the handle, sparks of lightning and static practically pull your grip onto it.

Your Dexterity Score increases by 4, to a maximum equal to your ability score cap.

This weapon deals additional 2d4 lightning damage on a hit

The following abilities are added to your Blade Flourish, based on which ones you use:

Shocking Defense: When you use Defensive Flourish, the next attacker to hit you with a melee attack takes lightning damage equal to your blade flourish roll.

Ride the Lightning: After using Mobile Flourish, you don't expend your reaction while moving towards your target.

Lightning Strikes Twice: When using Slashing Flourish, you can target two creatures instead of one.

[Base Material, Adornment, Enhancement, Spell invocationx1]

Signed copy of “James Hunter: You Only Live Twice”

Wondrous (Book) - Minor Uncommon (250gp)

Blurb: He is James Hunter, facing 1000 deaths in You Only Live Twice. No matter what the odds, they don't stand a chance against James Hunter. Hunter, the world's greatest gentleman inquisitor for hire with a license to kill, and he never misses a chance. The best yet from the man himself, James Hunter.

This copy has been signed especially for those who had helped him through the events told within the book, though so loosely that nobody other than the man himself are actually mentioned directly using their real names.

You can read this book over a short or long rest. Doing so activates the magic sealed within this particular copy through way of the author's signature. For the next hour, you have advantage on Charisma (Performance) checks. However, you also have disadvantage on Intelligence (History) checks due to your grasp on fact and fiction becoming muddled. Once you have used this ability, you cannot use it again until the next dawn.

[Base Material]

Needle

Rapier - Minor Very Rare (3,200 gp, 32 Days) - Attunement

The thick handguard has engraved roses that have a bolt going from one to the next when in the hand of its wielder. This strongly forged rapier seems to make hair stand on end when near, any time it contacts metal a spark is made.

Your Charisma score is increased by 2, to a maximum equal to your ability score cap.

This weapon does an extra 1d4 lightning damage, and a bonus 2 lightning damage if it hits a target wearing metal armor.

[Base Material, Enhancement, Enchantment]

Gachatier's Wares(Attuned)

+1 Dagger - Very Rare (4,000gp, 40 Days) - Attunement

A flashy little dagger with a lot of big talking power. Bards are known for getting out of sticky situations with their words, but for some situations a more "personal" touch is required.

Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

Gift of Jab. With a word and a wave, you empower those around you. As a bonus action, you can create a 20 foot aura around yourself for one minute. This aura grants 1d4 thunder damage to all weapon attacks made by allies within the aura. You can do this once per long rest, regaining usage after finishing a long rest.

Big Talk. As an action, you can create a 30 foot cone of energy, all creatures within that cone must succeed a DC 15 dexterity save, or take 3d6 radiant, half on a success. This can be done three times, regaining all charges on a successful long rest.

Impromptu Soapbox. As a bonus action, you can choose a point to summon a pillar of ethereal earth that rises towards the heavens. All enemies in a 10 foot radius from the point must make a DC 15 Dexterity save or take 3d6 force damage, or half on a success. This pillar is ephemeral and lingers for one minute, constantly pulsating earthen wrath within 10 feet. Enemies who start their turn in the aura or enter it for the first time in a turn must make a DC 15 Constitution save or suffer the same damage as above, or half on a success. You can do this once, regaining usage after finishing a long rest.

Aylamta

It’s always nice to have the little je ne sais quoi when going to a party. This bottle of perfume, which replenishes once per dawn, has three uses. You can do any combination of the following:
  • Roses
  • Jasmin
  • Peaches

  • There is enough perfume for up to three medium or smaller creatures, or one large creature, and it will last for 4 hours after being applied. It can be washed off with water one hour after having been applied.

    Fadesteel Violin

    Whenever you would use this instrument to use a bardic inspiration, whenever the die is rolled, increase the die result by 1. (This is not a modifier; a d6 cannot be a 7)

    Dancer's Ire

    Attunement

    Cloak

    As a bonus action, you may make an attack with this scarf to an adjacent enemy. You deal an amount of slashing damage equal to your performance modifier. No attack roll is made for this attack, instead the target must succeed a DC (8+prof+dex) Dexterity saving throw, if they fail they take the damage.

    If you possess the martial arts class feature, the above ability may be used in place of any unarmed strike.

    Sturdy Bark Talisman

    Crafted by Aymes Bellerose
    Wondrous (Necklace) - Major Uncommon

    This talisman has been skillfully carved by a wood elf, then infused with bardic magic to enhance the wearers durability.

    Hardy Oak: As an action, you can touch this talisman and activate the magics within. You gain 1d4 + 2 temporary hit points, which remain for one minute. This ability has one charge and it refreshes at dawn.

    [Base Material, Spell Invocation x 1]

    Brigandine of the Necrodruid

    T3 Mission Reward
    +1 Studded Leather - Major Rare (3,000 gp) - Attunement

    This frayed leather armor's condition reflects the mind of its original wearer - decayed. Random splotches of suspicious fungi are littered across its surface, barely visible spores can sometimes be seen ejected by the armor, and it smells faintly of rot. While unpleasant at first, continued exposure certainly has benefits for the wearer.

    Your Constitution score is increased by 2, up to a maximum equal to your score cap.

    Good News, Everyone!: Constant exposure to the spores released by this armor has reinforced your immune system. You are resistant to Poison damage.

    Bog Bio-Barrier: The latent druidic magics in this armor provide augmentation to both the growing and rotting processes. As a bonus action, you can invoke natural energies to cause patches of thick moss to begin growing rapidly on the frayed leather. For the next minute, the mossy growth reduces all nonmagical physical damage you take by 3. Additionally, healing roots entrench themselves into your body, providing some relief against incoming damage. At the end of each of your turns during this effect, you gain 2 temporary hit points. Temporary hit points gained in this way can stack with itself, but not with other sources of temporary hit points. You can activate this ability once, regaining its use after completing a short or long rest.

    This item is Glorybound.

    Strings of the Marionette (Attuned)

    Wondrous (Accessory Set) - Minor Legendary (14,000 gp) - Exclusive Attunement

    An elegant collection of 2 lace bracelets which work their way up the hand like fingerless gloves, 2 lace anklets and a lace choker. All 5 accessories are Alice blue in their color and radiate softly with a warm ivory glow. If a creature can see into the ethereal plane, they will see a ghostly string coming from each accessory and being connected by a single point. While a creature is attuned and wearing this set, the point where the strings connect is stretched up above the wearer at all times.

    While attuned to this set of accessories, you cannot attune to any other item that would connect or bind you to another creature in any way.

    Despite being 5 separate accessories, this counts as 1 item. The accessories are tied by ethereal magical strings and cannot be pulled further than 5 feet away from each other while not worn as they seem to be constantly magnetised towards each other. While worn, this magnetism can faintly be felt, a constant slight resistance to your movements as if constantly correcting your posture and movements with refined sophistication. You can only attune to this item while all 5 accessories are worn and cannot take them off until you unattune.

    Your Charisma score is increased by 4, up to a maximum equal to your ability score cap.

    Marionnettiste. At any point after you have finished a long rest, you can spend an action to bow towards a sentient creature within 10 feet of you. Until you finish your next long rest, that creature is marked as the Marionnettiste.

    Présence du Marionnettiste. While you are within 240 feet of the Marionnettiste, you gain the following benefits:

    • You are immune to the charmed condition other than from effects created by the Marionnettiste. You have disadvantage on any saving throw against effects that cause the charmed condition or Enchantment spells if casted or created by the Marionnettiste.

    • You have a telepathic bond to the linked creature and can speak telepathically to them as long as you both share a language.

    • As a bonus action, you can move up to your movement speed toward the Marionnettiste. You must end this move closer to the Marionnettiste than you started.

    Manipulate Marionette. The Marionnettiste has 20 points of Manipulate which they can spend on the following actions while within 90 feet of you. To use these actions, the Marionnettiste must have a free hand and must be able to see you, using the free hand to manipulate your movements.

    • As a bonus action, the Marionnettiste can spend 1 point of Manipulate to telepathically tell you a 20 word phrase. You must say this phrase immediately or take 2d6 psychic damage. If you fail to say the phrase accurately or an effect such as silence stops you from being able to say it, you only take 1d6 psychic damage instead.

    • When you are forcibly moved by mundane or magical means, the Marionnettiste use their reaction and spend 2 points of Manipulate to make you immune to forced movement that isn’t teleportation or plane-shifting by any creature other than the Mationnettiste until the end of their turn.
    [9:40 AM]

    • The Marionnettiste can use an action and spend 2 points of Manipulate to cast the Command spell on you at 1st-level. You take 1d6 psychic damage if you do not choose to fail the saving throw. This use of the spell cannot be cast on any other creatures other than you and cannot trigger any additional benefits from it being cast.

    • When an enemy creature moves within 5 feet of you, the Marionnettiste can use their reaction and spend 3 points of Manipulate to forcibly move you up to 30 feet in a single direction.

    • As a bonus action, the Marionnettiste can spend 4 points of Manipulate to issue a command that you must use your reaction to attempt to follow. When you take this reaction, you can move up to your movement and can attempt to carry out the defined action. The Marionnettiste can ask you to take the following actions:

  • Attack. One weapon attack only and the target of the attack must be defined.
  • Dash. The space where you must end the movement must be defined.
  • Disengage. The space where you must end the movement must be defined.
  • Hide. The space where you must end the movement must be defined.
  • Use an Object. The object and way it should be used must be defined.

  • If you do not succeed on the task by hitting the creature, you are unable to use the object as asked, you are unable to move to the designated space, or you’re unable to use your reaction, you take 1d8 psychic damage. You can attempt to resist making this reaction by taking 3d8 psychic damage and succeeding on a DC 15 Wisdom saving throw with disadvantage.


    This item is Glorybound.

    Pets


    Flying Squirrel

    "Hermes" flying squirrel (trained)
    flying squirrel pet equipment/supply's
    animal feed x3

    Seal

    "Icey" Seal (untrained)

    Magical Doll

    "Skye Doll"
    Tiny Construct, Unaligned

    Armor Class 14
    Hit Points 5 (2d4)
    Speed 20ft..
    Str 4 (-3) Dex 12 (+1) Con 10   Int 2 (-4) Wis 12 (+1) Cha 8 (-1)

    Damage Immunities poison
    Condition Immunities poisoned, exhaustion.
    Skills Performance +1, Perception +3
    Senses Dark Vision 60 ft., Passive Perception 13
    Languages Can only speak and understand Common through catchphrase
    CR 0

    False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.

    Force Shutdown. If reduced to 0 hit points, the Construct falls unconscious but is stable. If struck while unconscious, the Construct begins to make death saves.

    Actions
    Slap. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1) Bludgeoning damage.

    Catchphrase. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The set condition can also be a short phrase such as “How are you today” or a sound such as a clap.

    Puppeteering. The doll can be activated by touch using an action. If the doll is willing, it allows the creature who activated it full control over its movements. When the doll is controlled in this way, you see and hear through the puppet's senses including its dark vision and continue to do so until you use your action to return to your normal senses and the doll regains control. While controlling and perceiving through the puppet you are blinded and deafened to your own surroundings. Puppeteering lasts for 10 minutes in which time the doll can be activated again as an action, the link is broken after these 10 minutes or if the doll falls unconscious. Puppeteering can be activated 3 times before the doll must recharge over a long rest.

    Seedling Protector

    Tiny Plant, Unaligned

    Armor Class 12
    Hit Points 10 (3d6)
    Speed 20ft.
    Str 4 (-3) Dex 14 (+2) Con 10   Int 6 (-2) Wis 6 (-2) Cha 8 (-1)
    Damage Immunities Bleed
    Damage Vulnerabilities Fire
    Condition Immunities Blind, Deafened
    Senses Passive Perception 8, Life Sense 30’
    Languages Understands Common

    Seedling Return. Upon falling unconscious due to damage, the seedling retracts back into itself becoming a tiny seed again. Over time the seedling will slowly grow out, after 4 update streams it can be used again. If the seedling takes fire damage, this trait doesn't function until the start of the seedling’s next turn, dying normally if it falls to 0hp.
    Actions
    Vine Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 Slashing damage.

    Protect Life. While within 5ft of its owner, the seedling can spend its reaction to protect its owner if they are attacked while unconscious. The seedling’s owner receives +5 AC against the triggering attack. Once it has done this, Seedling Return activates early as it retracts back into that of a seed.

    Special Creation Methods


    Darkfire Treatment

    Darkfire Treatment

    Type: Ritual

    The black flames of Dolten burned within the Hallowed Ground. The sight of the red tree being scorched by such twisted flames bare heavy in one's mind.

    Process
    A ritual is done, drawing the necrotic energies forth from something that contains such an essence. Care must be taken to treat a piece of nature with such energies, drawing forth quite possibly a crime to nature itself as its form twists and churns into a new shape. Without caution, nature can wither and die before such energies.
    This must be used in an item with both a material with the Nature effect and a separate material with the Necrotic effect, and both must be of Superior Quality or better.

    Result
    The item gains a 10% chance to fail, which only destroys the material used for the Nature effect.

    Effect
    One of the two effects are guaranteed to occur:
    - Fire within a number of feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute.
    - Temporary Lifesense being granted.

    Limit
    Magnitude of the effects applied are limited to the rarity of the item as normal. This special method can only be used once per recipient.

    Special Crafters


    Morbarius Mordavin von Schulst de Shult – AKA Mr. Shult (2 charges)

    True Neutral
    Human Wizard, Male
    Deity: Raquel
    Item Types: Armor, Weapons, Wondrous
    Ability Alignment: Intelligence
    Faction Forge: x
    SP. Attunement: y
    +Bonus: y
    Effects: Arcane, Transmutation, Wealth, Travel
    Quality: Flawless
    Uses: one per PC that hires
    Hiring Price: 4100gp


    Equipment
    Bard's College
    Faction
    The Mad Man
    Stat Array

    Bards College Badge


    Membership in the Bards College is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but also may assist in granting the bard access to certain restricted places. once per long rest you may brandish your badge in stupendous fashion, announcing your presence. Doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.

    Songport Arrival Inspiration


    Ryne is the land of Rhyme and you are no stranger to the power of music. You may use Bardic Inspiration the bard class feature once per long rest. If you become a bard you instead gain an additional use of your Bardic Inspiration per long rest.

    Unending Breath


    You can hold your breath indefinitely while you're not incapacitated.

    Mingle with the Wind


    You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

    Seal of Air


    You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.

    Scholarly Pursuits


    Each member of the Bards College learns 1 Wizard Cantrip of their choice, that they cast at Character Level. This cantrip uses your Highest Mental Stat. Leaving the Bards College removes this benefit.

    Bloodhound (Title)


    While active, you gain the scent ability with a range of 60 feet, granting you advantage on scent-based Perception checks, as well as on Survival checks made to track via smell. If you already possess the Scent ability, your scent range is instead increased by 30 feet.
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Arkay94.

    Statblock Type

    Verum Character Sheet

    Link/Embed