DigitalAmber

Shara Weirlan

Mar 26th, 2020
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  1. Shara Weirlan
  2.  
  3. Neutral Evil
  4.  
  5. Yuan-Ti Pureblood
  6.  
  7. Glamour Bard
  8.  
  9. Level 5
  10.  
  11. Languages: Common, Abyssal, Draconic, elvish
  12.  
  13. Size: Medium
  14.  
  15. Speed 30
  16.  
  17. Age: 32
  18.  
  19. Hp: 45
  20.  
  21. Ac. 13(unarmored ac)
  22.  
  23. Str: 7(-2)
  24.  
  25. Dex: 16(+3)
  26.  
  27. Cons: 14(+2)
  28.  
  29. Int: 12(1)
  30.  
  31. Wis: 10(0)
  32.  
  33. Cha 18(4)
  34.  
  35. Pro: +3
  36.  
  37. Spell save; 14
  38.  
  39. Spell attack: 6
  40.  
  41. Spell slots: 1st: 4, 2nd: 3, 3rd:
  42.  
  43. Inspiration die: 4d8
  44.  
  45. Proficiencies:
  46.  
  47. Armor: Light
  48.  
  49. Weapons: Simple Weapons, hand crossbows, rapier, longsword, shortsword
  50.  
  51. Tools: Flute, lute, viol, gaming set
  52.  
  53. Saves: Dex, Cha
  54.  
  55. Skills: history, persuasion(expertise), deception(expertise), stealth, acrobatics
  56.  
  57. Racial benefits:
  58.  
  59. Darkvision
  60.  
  61. Magic Resistence: advantage on spell saving throws and other magical effects.
  62.  
  63. Poison immunity: Immune to poison damage and the poisoned condition
  64.  
  65. Innate spell casting: Poison Spray Cantrip, unlimited amount of times Animal Friendship on snakes only. Can cast Suggestion once per long rest
  66.  
  67. Background: Noble
  68.  
  69. Feat: False Identity
  70.  
  71. Personality trait: If you do me an injury, I will crush you, ruin your name, and salt your fields.
  72.  
  73. Ideal: Power. If I can attain more power, no one will tell me what to do(variant of this focused on attention and fame)
  74.  
  75. Flaw: I secretly believe that everyone is beneath me. + I hide a truly scandalous secret that could ruin my family forever.
  76.  
  77. Glamour Bard
  78.  
  79. —Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
  80.  
  81. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
  82.  
  83. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
  84.  
  85. —Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
  86.  
  87. —Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
  88.  
  89. —Expertise
  90.  
  91. —Mantle of Inspiration: Bonus action to spend a bardic inspiration. In exchange I can choose a number of creatures that I can see and who can see me=to my cha mod within 60 feet. Each gets 8 temp hit points and immediately after they can use their reaction to move up to its speed without provoking opportunity attacks.
  92.  
  93. —enthralling performance: if I perform for a minute, I can choose a number of people in 60 feet who listened or watched. Max of cha mod. All must make wis saves or be charmed by me. People charmed like this idolize and praise me, and hinder my detractors nonviolently, unless they would have fought for me in the first place. Ends after an hour, if they are attacked by me or, if one of their allies is attacked by me, or if it takes damage.
  94.  
  95. Targets are unaware of the charming on a fail.
  96.  
  97. Can only be used once a short/long rest
  98.  
  99. -Font of inspiration
  100. Short rests give inspiration die
  101.  
  102. -Countercharm
  103. At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).
  104.  
  105. -Mantle of Majesty
  106. Once per Long Rest I cast command as a BA and become an otherworldly beauty for a minute or until concentration ends. I can cast a spell slotless command every turn as a BA. Those charmed by me auto fail.
  107.  
  108. Backstory: Shara had been given a simple mission. Promote the agenda of the Yuan Ti Empire(locates somewhete Southwest if Ivrstad) whilst maintaining utter secrecy. The Empire was a decadent, crumbling shell of itself, but it still an empire, albeit a pitiful one. However, there is a distinct lack of roads near the empire. A particularly nasty storm got Shara lost, to the point where she got off course and ended up in an Eladrin city. She posed as an apprentice to a bard there, dedicated to learning whatever secrets she could. There she leaned the magic of Bardistry and had her outlook shifted due to the Fae presence that the whole city had. Rather then be the emotionless husk that most Yuan Ti are, she developed some sense of emotions. Eventually, she left, becoming a regular performer in some no name tavern, then proceeding to encourage her patrons to tip heavily. She built up a large amount of money this way(several people are now struggling to eat whilst not committing a crime because of her), and eventually bought herself enough land that she became a noble. Admittedly, she was a very very minor noble at best. Via magic she entranced more tavern goers, making them join her little noble fiefdom. Slowly, she grew more and more, turning random people into willing slaves and having them cut themselves off from others to join her miniature kingdom. It was great! People were praising her and everything was running smoothly. And then everything came to a crashing halt when she let her guard down. Her talents were too weak to be effective over the long term, and she bitten off more then she could chew, enthralled more people then she could reasonably keep enthralled. She’d emptied the bank accounts of her thralls, pushed them towards funding her parties and manor and lands. Understandably, a few people were a tad bit mad at that. Hastily, she began to redo her magic and enchantments, but it was a large crowd, and some people inevitably slipped through the gaps. Said people reported Shara for her actions, which led to her ending up in Altracatz. Her little fiefdom, which was tiny, was located near Windsor
  109.  
  110. Cantrips:
  111.  
  112. Minor Illusion
  113. 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.
  114. 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.
  115. 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.
  116. 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.
  117.  
  118. vicious mockery
  119. 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 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
  120. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  121.  
  122. Mage Hand
  123. 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.
  124. 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.
  125. The hand can't attack, activate magic items, or carry more than 10 pounds.
  126.  
  127. Poison spray second level
  128.  
  129. —-7 spells, 4 1st slots, 3 2nd slots, 2 3rd level
  130.  
  131. Healing word,
  132. -Bonus Action
  133. -60 feet
  134. 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.
  135.  
  136. dissonant whispers
  137. -60 feet
  138. -action
  139. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
  140. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
  141.  
  142. hideous laughter,
  143. -Action
  144. -30 feet
  145. -lasts a minute
  146. A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
  147. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
  148.  
  149. bane
  150. -Action
  151. -Lasts a minute
  152. -30 feet
  153. Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
  154.  
  155. 2nd tier
  156.  
  157. Blindness/Deafness
  158. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either Blinded or Deafened (your choice) for the Duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
  159. At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
  160.  
  161.  
  162. Calm emotions
  163. -action
  164. -minute
  165. -20 foot sphere
  166. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
  167. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  168. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
  169.  
  170. Shatter
  171. 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.
  172. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
  173.  
  174. 3rd tier(2)
  175.  
  176. Fear
  177. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration.
  178. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
  179.  
  180. Bestow Curse
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