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Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

SEYETH

Aasimar Adept 1


Age 26 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
1 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

CLASS & ARCHTYPE: Ghostly Soul

"Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self."

 

Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin whom he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

None.

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest.

 

APPEARANCE

Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road.

What was once a robe is missing its top half, leaving his bare chest exposed. His burgundy pants are belted at the waist with a rough-spun rope, and his feet are clad in worn leather boots, suited for long journeys. Around Seyeth's neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. In his callous hands, he carries an exuberant staff, which doubles as both a walking aid and a formidable weapon, it and the scarf are the most well-kept items in his possession.

His face is marked with the subtle lines of time and experience, bearing an expression of gruffness. He is quick with his words and even quicker in his movements.

 

BACKSTORY

Born to a small, secluded village in the Southmorland known for its superstitious and close-knit community, and raised in an orphanage after the loss of his parents. Seyeth's celestial appearance marked him from birth. His golden skin and dark purple eyes, while a sign of his divine heritage, only served to alienate him from his human peers. Viewed with a mix of awe and fear, young Seyeth quickly learned the harsh realities of being different. As bullying became a part of his daily life, he turned to his innate strength and agility, developing skills in street fighting as a means of self-defense.

Seyeth’s prowess in physical combat did not go unnoticed for long. By his early teens, he was drawn into the gritty world of pit fights and underground fighting rings. These brutal arenas served as both a proving ground and a harsh school, where Seyeth honed his skills against a backdrop of cheers and jeers, learning to enhance his mental focus, mastering his emotions, and tapping into the supernatural abilities that his celestial lineage afforded him.

It was in these tumultuous years that Seyeth’s path crossed with Marsica Newgot, a halfling street urchin with a sharp tongue and a shrewd mind. Marsica, often a target for local ruffians and criminals due to her size and old age, found a protector in Seyeth. In return, she offered him companionship and a listener to his deeper thoughts and dreams—a rare gift for the lonely Aasimar. Their friendship deepened over the years, providing Seyeth with a semblance of family. They would often exchange letters

The peaceful interlude of their friendship ended abruptly when their town was raided by marauders. In the chaos, Marsica was slain—her death a devastating blow to Seyeth. The attack left the town in ruins and Seyeth without a home or purpose, save for vengeance and a deep-seated sorrow.

With nothing but memories of Marsica and a desire to escape his past, Seyeth took to the road. His reputation as a formidable fighter preceded him, and he found no shortage of demand for his skills in staged fights across various towns. This nomadic life, while providing him with the means to survive, also served as a meditative journey, allowing Seyeth to explore the depths of his abilities and philosophy as an adept.

Seyeth would still be visited by nightmares though. Haunted by the brutal loss of Marsica, he became fixated on tracking down the leader of the marauders—a man distinguished by a gruesome scar that slashes across his entire face. This scar, a vivid and brutal swath from brow to jaw, serves as a burning image in Seyeth's mind, a symbol of the cruelty and chaos that took Marsica from him. And the only identifier Seyeth remembers from the fateful night.

In each new town, Seyeth's first stop is often the local taverns and fighting pits where mercenaries and rogues gather. Using his reputation as a formidable fighter and a man of few words, he earns the trust of locals and fellow travelers, subtly probing for any news or rumors about the scarred man. His inquiries are careful, and calculated to avoid drawing too much attention to his personal vendetta.

His travels have now brought him to Hengistbury, and the infamous Bleeding Heart Tavern, a popular spot for mercenaries and adventurers. Here, Seyeth seeks not only to make a living but perhaps to find any new clues of the scarred man's whereabouts or identity, as he continues to wrestle with his inner demons and the loneliness that has dogged his steps since Marsica's death.

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
1 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

CLASS & ARCHTYPE: Ghostly Soul

"Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self."

 

Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin whom he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

None.

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest.

 

APPEARANCE

Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road.

What was once a robe is missing its top half, leaving his bare chest exposed. His burgundy pants are belted at the waist with a rough-spun rope, and his feet are clad in worn leather boots, suited for long journeys. Around Seyeth's neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. In his callous hands, he carries an exuberant staff, which doubles as both a walking aid and a formidable weapon, it and the scarf are the most well-kept items in his possession.

His face is marked with the subtle lines of time and experience, bearing an expression of gruffness. He is quick with his words and even quicker in his movements.

 

BACKSTORY

Born to a small, secluded village in the Southmorland known for its superstitious and close-knit community, and raised in an orphanage after the loss of his parents. Seyeth's celestial appearance marked him from birth. His golden skin and dark purple eyes, while a sign of his divine heritage, only served to alienate him from his human peers. Viewed with a mix of awe and fear, young Seyeth quickly learned the harsh realities of being different. As bullying became a part of his daily life, he turned to his innate strength and agility, developing skills in street fighting as a means of self-defense.

Seyeth’s prowess in physical combat did not go unnoticed for long. By his early teens, he was drawn into the gritty world of pit fights and underground fighting rings. These brutal arenas served as both a proving ground and a harsh school, where Seyeth honed his skills against a backdrop of cheers and jeers, learning to enhance his mental focus, mastering his emotions, and tapping into the supernatural abilities that his celestial lineage afforded him.

It was in these tumultuous years that Seyeth’s path crossed with Marsica Newgot, a halfling street urchin with a sharp tongue and a shrewd mind. Marsica, often a target for local ruffians and criminals due to her size and old age, found a protector in Seyeth. In return, she offered him companionship and a listener to his deeper thoughts and dreams—a rare gift for the lonely Aasimar. Their friendship deepened over the years, providing Seyeth with a semblance of family. They would often exchange letters

The peaceful interlude of their friendship ended abruptly when their town was raided by marauders. In the chaos, Marsica was slain—her death a devastating blow to Seyeth. The attack left the town in ruins and Seyeth without a home or purpose, save for vengeance and a deep-seated sorrow.

With nothing but memories of Marsica and a desire to escape his past, Seyeth took to the road. His reputation as a formidable fighter preceded him, and he found no shortage of demand for his skills in staged fights across various towns. This nomadic life, while providing him with the means to survive, also served as a meditative journey, allowing Seyeth to explore the depths of his abilities and philosophy as an adept.

Seyeth would still be visited by nightmares though. Haunted by the brutal loss of Marsica, he became fixated on tracking down the leader of the marauders—a man distinguished by a gruesome scar that slashes across his entire face. This scar, a vivid and brutal swath from brow to jaw, serves as a burning image in Seyeth's mind, a symbol of the cruelty and chaos that took Marsica from him. And the only identifier Seyeth remembers from the fateful night.

In each new town, Seyeth's first stop is often the local taverns and fighting pits where mercenaries and rogues gather. Using his reputation as a formidable fighter and a man of few words, he earns the trust of locals and fellow travelers, subtly probing for any news or rumors about the scarred man. His inquiries are careful, and calculated to avoid drawing too much attention to his personal vendetta.

His travels have now brought him to Hengistbury, and the infamous Bleeding Heart Tavern, a popular spot for mercenaries and adventurers. Here, Seyeth seeks not only to make a living but perhaps to find any new clues of the scarred man's whereabouts or identity, as he continues to wrestle with his inner demons and the loneliness that has dogged his steps since Marsica's death.

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
1 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

CLASS & ARCHTYPE: Ghostly Soul

"Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self."

 

Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin who he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

None.

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest.

 

APPEARANCE

Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road.

He wears a simple set of pants made of sturdy linen, dyed in earthy tones that blend with the wilderness. What was once a robe is missing its top half, leaving his bare chest exposed. Leaving just pants, belted at the waist with a rough-spun rope, and his feet clad in worn leather boots, suited for long journeys.

Around his neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. He carries an exuberant staff, both a walking aid and a formidable weapon, it is the most well-kept item in his possession.

His face is marked with the subtle lines of time and experience, bearing an expression of gruffness.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
1 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

CLASS & ARCHTYPE: Ghostly Soul

"Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self."

 

Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin who he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

None.

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
4 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

ARCHTYPE: Ghostly Soul

Will be taken at level 3.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin who he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

2nd Level. None yet

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

 

EXPLORATION

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity.

Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. 

In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest.

Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down).

 

SOCIAL

Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. 

In addition, she gains an expertise die on Prestige checks made in the settlement.

Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Varied Expertise. Cenya gains an expertise die on checks made using Persuasion.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

 
 
ALLIES & ORGANIZATIONS

Stone and Steele, her old performing troupe led by Riley Steele.

 

FOLLOWERS & STRONGHOLDS

Neigh
Type Riding Horse
Abilities Speed 60ft, AC 10, HP 19.

 

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
4 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

ARCHTYPE: Ghostly Soul

Will be taken at level 3.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin who he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being to weak to help as he watched others get slaughtered haunts him, he hopes vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

2nd Level. None yet

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

 

EXPLORATION

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity.

Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. 

In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest.

Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down).

 

SOCIAL

Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. 

In addition, she gains an expertise die on Prestige checks made in the settlement.

Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Varied Expertise. Cenya gains an expertise die on checks made using Persuasion.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

 
 
ALLIES & ORGANIZATIONS

Stone and Steele, her old performing troupe led by Riley Steele.

 

FOLLOWERS & STRONGHOLDS

Neigh
Type Riding Horse
Abilities Speed 60ft, AC 10, HP 19.

 

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
4 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

ARCHTYPE: Ghostly Soul

Will be taken at level 3.

www.levelup5e.com 

 

EQUIPMENT

Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply)

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin who he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being to weak to help as he watched others get slaughtered haunts him, he hopes vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 30 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

BARDIC INSPIRATION

(4 Per Long Rest)
Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. 

Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns.

Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures.

Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die.

Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. 

image.png.764ea8e968045aafe287a5a866d19e7f.png Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does 
not require expending a use of Bardic Inspiration if it has no target yet.

 

FEATS & FEATURES

Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep.

 

EXPLORATION

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity.

Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. 

In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest.

Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down).

 

SOCIAL

Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. 

In addition, she gains an expertise die on Prestige checks made in the settlement.

Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Varied Expertise. Cenya gains an expertise die on checks made using Persuasion.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

 
 
ALLIES & ORGANIZATIONS

Stone and Steele, her old performing troupe led by Riley Steele.

 

FOLLOWERS & STRONGHOLDS

Neigh
Type Riding Horse
Abilities Speed 60ft, AC 10, HP 19.

 

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
4 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Undercommon

 

ARCHTYPE: COLORSEER

Colorseers express their magic through the ebb and flow of fantastical colors.

www.levelup5e.com 

 

EQUIPMENT

Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply)

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Stone and Steele, her old performing troupe led by Riley Steele.

Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice.

Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city

 

DESTINY: REVENGE

Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage.

Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn.

Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could
normally make.

 

SPELLCASTING

Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6


Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells.


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Dancing Lights (V, S, M).
Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet.

image.png.62206a923a5c1eea3023189185b4fafd.png Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.

Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.

The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.

image.png.fcf31a364bc94b86835dcbc82eff559d.png Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following:

  • Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).
  • Clean or soil an object of 1 cubic foot or less.
  • Light or snuff a flame.
  • Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.
  • Color or mark an object or surface for 1 hour.
  • Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.

 

image.png.62206a923a5c1eea3023189185b4fafd.png Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

 


1ST-LEVEL (4 Slots) (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.

image.png.62206a923a5c1eea3023189185b4fafd.png Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points.

image.png.62206a923a5c1eea3023189185b4fafd.png Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell.

image.png.62206a923a5c1eea3023189185b4fafd.png Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). 

image.png.62206a923a5c1eea3023189185b4fafd.pngThunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed.

 


2ND-LEVEL (3 Slots) (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it.

Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds.

Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.
 
image.png.62206a923a5c1eea3023189185b4fafd.png Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails.

 

 

BARDIC INSPIRATION

(4 Per Long Rest)
Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. 

Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns.

Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures.

Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die.

Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. 

image.png.764ea8e968045aafe287a5a866d19e7f.png Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does 
not require expending a use of Bardic Inspiration if it has no target yet.

 

FEATS & FEATURES

Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep.

 

EXPLORATION

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity.

Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. 

In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest.

Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down).

 

SOCIAL

Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. 

In addition, she gains an expertise die on Prestige checks made in the settlement.

Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Varied Expertise. Cenya gains an expertise die on checks made using Persuasion.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

 
 
ALLIES & ORGANIZATIONS

Stone and Steele, her old performing troupe led by Riley Steele.

 

FOLLOWERS & STRONGHOLDS

Neigh
Type Riding Horse
Abilities Speed 60ft, AC 10, HP 19.

 

Bulldog

Bulldog

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

Seyeth

Aasimar Adept 1


Age 32 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
4 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Undercommon

 

ARCHTYPE: COLORSEER

Colorseers express their magic through the ebb and flow of fantastical colors.

www.levelup5e.com 

 

EQUIPMENT

Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply)

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: ENTERTAINER

Connection. Stone and Steele, her old performing troupe led by Riley Steele.

Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice.

Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city

 

DESTINY: REVENGE

Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany.

SOURCE OF INSPIRATION

Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery.

FULLFILLMENT FEATURE

Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory.  Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their 
maximums each become 22.

INSPIRATION FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage.

Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn.

Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could
normally make.

 

SPELLCASTING

Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6


Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells.


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Dancing Lights (V, S, M).
Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet.

image.png.62206a923a5c1eea3023189185b4fafd.png Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.

Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.

The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.

image.png.fcf31a364bc94b86835dcbc82eff559d.png Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following:

  • Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).
  • Clean or soil an object of 1 cubic foot or less.
  • Light or snuff a flame.
  • Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.
  • Color or mark an object or surface for 1 hour.
  • Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.

 

image.png.62206a923a5c1eea3023189185b4fafd.png Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

 


1ST-LEVEL (4 Slots) (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.

image.png.62206a923a5c1eea3023189185b4fafd.png Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points.

image.png.62206a923a5c1eea3023189185b4fafd.png Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell.

image.png.62206a923a5c1eea3023189185b4fafd.png Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). 

image.png.62206a923a5c1eea3023189185b4fafd.pngThunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed.

 


2ND-LEVEL (3 Slots) (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it.

Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds.

Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.
 
image.png.62206a923a5c1eea3023189185b4fafd.png Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails.

 

 

BARDIC INSPIRATION

(4 Per Long Rest)
Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. 

Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns.

Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures.

Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die.

Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. 

image.png.764ea8e968045aafe287a5a866d19e7f.png Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does 
not require expending a use of Bardic Inspiration if it has no target yet.

 

FEATS & FEATURES

Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep.

 

EXPLORATION

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity.

Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. 

In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest.

Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down).

 

SOCIAL

Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. 

In addition, she gains an expertise die on Prestige checks made in the settlement.

Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Varied Expertise. Cenya gains an expertise die on checks made using Persuasion.

 

APPEARANCE

Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together.

Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched.

 

BACKSTORY

Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned.

Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it.

 
 
ALLIES & ORGANIZATIONS

Stone and Steele, her old performing troupe led by Riley Steele.

 

FOLLOWERS & STRONGHOLDS

Neigh
Type Riding Horse
Abilities Speed 60ft, AC 10, HP 19.

 

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