Medium Half-Elf Dwarven Vampire Spawn, Noble Ward, Lawful Neutral
I believe the dead deserve a voice as much as the living.
Strahd von Zarovich has returned to me what he took from me years ago: a caring parental figure.
I need to find the best in everyone and everything, even when that means denying obvious malice.
Nthanda is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks.) He has the following spells prepared: Cantrips (at will): guidance, light, message, minor illusion 1st Level (4 slots): cure wounds, dissonant whispers, tasha's hideous laughter 2nd Level (3 slots): borrowed knowledge, invisibility, see invisibility 3rd Level (3 slots): clairvoyance, motivational speech, sending 4th Level (1 slot): phantasmal killer
Spiritual Focus. Whenever Nthanda casts a bard spell that damages or heals, he adds 1d6 to the damage or healing given.
Regeneration. Nthanda regains 11 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Spider Climb. Nthanda can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Nthanda has the following flaws:
Forbiddance. Nthanda can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Nthanda takes 20 acid damage when he ends he turn in running water.
Stake to the Heart. Nthanda is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.
Sunlight Hypersensitivity. Nthanda takes 20 radiant damage when xe starts xir turn in sunlight. While in sunlight, xe has disadvantage on attack rolls and ability checks.
Multiattack. Nthanda makes two attacks on his turn, only one of which can be a bite. Rapier. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Hand crossbow. Ranged Weapon Attack. +5 to hit, range 30/120 ft. one target. Hit: 5 (1d6 + 2) piercing damage. Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage plus 9 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Nthanda regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage. Instead of dealing damage, Nthanda can grapple the target (escape DC 13). Charm. Nthanda targets one humanoid xe can see within 30 ft. of it. If the target can see xem, the target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed by xem. The charmed target regards xem as a trusted friend to be heeded and protected. Although the target isn’t under xir control, it takes xir requests or actions in the most favorable way it can, and it is a willing target for xir bite attack. Each time Nthanda or xir companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until Nthanda is destroyed, is on a different planeof existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). Nthanda magically calls 2d4 swarms of rats, provided that the sun isn’t up. While outdoors, she can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as her allies and obeying her spoken commands. The beasts remain for 1 hour, until Nthanda dies, or until she dismisses them as a bonus action. Countercharm. As an action, Nthanda can start a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet of him who can hear him have Advantage on saving throws against being charmed or frightened. The performance ends early if she is incapatitated or silenced, or if she voluntarily ends it early.
Bardic Inspiration. Using a bonus action, Nthanda can grant one Bardic Inspiration die, a d8, to one creature she can see within 60 feet who can hear her. Once within the next 10 minutes, the creature can roll the die and add the result to one ability check, attack roll, or saving throw it makes. Nthanda has a total of 3 Bardic Inspiration charges, which recharge whenever she finishes a rest.