Jump to content

Andzelika Matylda Omazeiros


Underleaf

Recommended Posts

Matylda Omazeiros - Praetor Advisor 

AC: 15 (mage armor) | HP: 68/68 | Initiative: +4 | Passive Perception: 20 | Spell Slots: 1st 4/4, 2nd 3/3, 3rd 3/3 4th 1/1 | Bardic Inspiration: 5/5

spacer.pngThe Kobold's were never a group she engaged with regularly.  Years ago when Lyyren had attempted to map their ghetto, she told him it would be a waste of time, and she was proven correct fairly quickly.  Not that she said it out loud, though she was certain he saw the look in her eye that said it for her.  Although this current trek was logical, Matylda knew this would be out of her element.  If the short-live unstable leadership of humans was off-putting, these scaled beings were impossible.  Chaos seemed to be their closest companion.  "Of course."  She stated as she began securing her belongings more closely to her body.

 

Some of their kind, over the decades, had proven themselves of greater aspirations.  Koto was one such individual.  "Ah yes.  You and he had a decent report.  He even humored you for a little while with providing some named locations that moved within the ghetto.  If I recall correctly, at least.  I had little to do with those dealings."  She did nod at the idea of utilizing her relationship with the Praetors to coax any information out of the old former king.

 

As they arrived at the gates, Maty took a half step behind her partner.  Not only was she allowing him to lead the conversation, but she also kept a vigilant eye out for any curious hands who may attempt a quick slight of the hand.

Show Mechanics

Main Hand: Empty
Off Hand: Empty


SOP: Mage Armor on both at the beginning of each day


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.


 

spacer.pngWrozka
Shedding Beast of the Void
HP: 2/2 AC: 12
Passive Perception: 13
Speed: 40 ft., climb 30 ft.
Keen Smell

 

 

Link to comment
Share on other sites

  • 10 months later...

 

 

Statblock

 

Matylda Omazieros
Elf Criminology Bard (5) / Void Wizard (2)


Str 10   Dex 16   Con 12   Int 16   Wis 16   Cha 20
HP 68   HD 6d8/2d6   AC 15 (mage armor)   Speed 35 ft


Passive Perception 20   Initiative +4
Languages Common, Dwarvish, Elvish & Void Speech
Background 
Arbonesse Exile   Feature 
tbd...


+1 Elven Sexy Blade +7 attack, 1d8+4 piercing, magic damage
 Dagger +6 attack, 1d4+3 piercing damage
• Longbow +6 ranged attack, 1d8+3 piercing damage


Proficiency +3   Saving Throws Dexterity, Charisma
Skills 

Acrobatics +5 Athletics +2 Insight +7 Medicine +5 Performance +7 Sleight of Hand +5
Animal Handling +5 Deception +9 Intimidation +9 Nature +5 Persuasion +12 Stealth +7
Arcana +7 History +5 Investigation +7 Perception +10 Religion +5 Survival +7

Tools Calligrapher's Tools
Instruments Bagpipes, Lute, Viol

Weapons Daggers, Darts, Light Crossbows, Longsword, Quarterstaffs, Rapier, Shortbow, Shortsword, Slings
Armor Light armor
Feats TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits:

•Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
•You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
•You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Features Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.Arcane Tradition: Void SavantBeginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved.

When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it.
Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak.Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of all Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.College of CriminologyWhen you join the College of Criminology at 3rd level, you gain proficiency in the Insight skill and you choice of two or Acrobatics, Deception, Investigation, Performance, Sleight of Hand and Stealth.Quick ReadAt 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes’ strategies. As a bonus action, you can spend a Bardic Inspiration die to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by its Charisma (Deception) check; you can roll the Bardic Inspiration die and add it to the result of your check. You have disadvantage on your check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits:
•The target has disadvantage on attack rolls against you for 1 minute.
•You have advantage on saving throws against the target’s spells and magical effects for 1 minute.
•You have advantage on attack rolls against the target for 1 minute.

Bard Spell List

Cantrips 1st Level 2nd Level 3rd Level
Clockwork BoltCasting Time: 1 action
Range: 60 feet
Components: V, S, M (an arrow or crossbow bolt)
Duration: 1 round

You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.

As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.

This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.
Cure WoundsCasting Time:1 action
Range:touch
Components:V, S
Duration:Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Thoughts (C)ONE FREE USE
Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A copper piece)
Duration: Up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Mind Exchange (R) (C)Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a prism and silver coin)
Duration: Concentration, up to 8 hours

One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.

The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.

The effects of the exchange can be made permanent with a wish spell or comparable magic.
MendingCasting Time:1 minute
Range:Touch
Components:V, S, M (two lodestones)
Duration:Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Dissonant WhispersCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
LacerateCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of bone or crystal)
Duration: Instantaneous

You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Throes of Ecstasy (C)Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a hazel or oak wand)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range.

The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw.

On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.
ScribeCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.
Earworm Melody (C)Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.

For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Suggestion (C)Casting Time:1 action
Range:30 feet
Components:V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration:Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.
 
  Faerie Fire (C)Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube within range
Components: V
Duration: Up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
   

 

Wizard Spellbook

Cantrips 1st Level Prepared
Claws of Darkness (C)Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet.

While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.
Black Ribbons (C)Casting Time: 1 action
Range: 40 feet
Components: V, S, M (a piece of ribbon)
Duration: Concentration, up to 1 minute

You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw.

Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.
X
Green Flame BladeCasting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Disguise SelfCasting Time:1 action
Range:self
Components:V, S
Duration:1 hour

You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
Silhouette (C)Casting Time:1 action
Range:Touch
Components:V, S
Duration:Concentration, up to 1 minute

You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth.

Most of the figures are generic type-a rabbit, a dwarf– but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.
Disquieting GazeCasting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.
 
Word of Misfortune (C)You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw.

The spell then ends.
Find Familiar (R)Casting Time:1 hour
Range:10 feet
Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.

Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically.

Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has.

During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
 
  Mage ArmorCasting Time:1 action
Range:Touch
Components:V, S, M (a piece of cured leather)
Duration:8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
X
  Insightful Maneuver (B)Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous

With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
X
  Magic MissileCasting Time:1 action
Range:120 feet
Components:V, S
Duration:Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
X
  Shadow Armor (Reaction)Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made
Range: Self
Components: V, S
Duration: Instantaneous

You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.
X
  Speak with Inanimate Object (R)Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes

You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.
 

 

Link to comment
Share on other sites

Andzelika Matylda Omazeiros
Co-Proprietor of The Elden Ring, Praetor Advisor
 
c8dbc918828c6f599504af10bc329f17.jpg
Gender: Female
Race: River Elf
Alignment: True Neutral
 
Class: Bard 5 / Wizard 2
Background: Arbonesse Exile

Passive Perception: 20
Passive Investigation: 17
Passive Insight: 17

 

Hit Points: 68
Hit Dice: 6d8 / 2d6
AC: 15 (Mage Armor)
Initiative: +4
Size: Medium
Speed: 35 feet

 

"If you watch, and you listen, all secrets will be revealed."

 

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

10

(+0)

16

(+3)

12

(+1)

16

(+3)

16

(+3)

20

(+5)

Save +1* Save +7* Save +2* Save +4* Save +4* Save +9*
Athletics +2**

Acrobatics +5**

Sleight of Hand +5**

Stealth +7**

 

Arcana +7**

History +5**

Investigation +7**

Nature +5**

Religion +5**

Animal Handling +5**

Insight +7**

Medicine +5**

Perception +10** (E)

Survival +7**

 

Deception +9**

Intimidation +9**

Performance +7

Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficency.
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Calligrapher's Tools

Bagpipes

Lute

Viol
Daggers

Darts

Slings

Quarterstaffs

Light Crossbows

Longsword

Shortsword

Longbow

Shortbow

Rapier
Light Armor

Common

Dwarven

Elvish

Void Speech

Wizard Class Abilities

Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Arcane Tradition (Void Savant)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved.

When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it.

Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak.

 

Bard Class Abilities

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of CriminologyWhen you join the College of Criminology at 3rd level, you gain proficiency in the Insight skill and you choice of two or Acrobatics, Deception, Investigation, Performance, Sleight of Hand and Stealth.

Quick ReadAt 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes’ strategies. As a bonus action, you can spend a Bardic Inspiration die to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by its Charisma (Deception) check; you can roll the Bardic Inspiration die and add it to the result of your check. You have disadvantage on your check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits:
•The target has disadvantage on attack rolls against you for 1 minute.
•You have advantage on saving throws against the target’s spells and magical effects for 1 minute.
•You have advantage on attack rolls against the target for 1 minute.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow

CantripYou know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits:

•Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
•You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
•You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

ASIWisdom +1
Dexterity +1

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
+1 Elven Sexy Blade +7 1d8+4 Piercing, Magic Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)
Longbow +6 1d8+3 Piercing Ammunition, Heavy, Two-Handed (150/600)
       
       
       

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

BARD - Spell Save DC: 17 Spell Attack Mod: +8 Spells Known: 8 + Dtetect Thoughts

WIZARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Prepared: 5

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

BARD

Clockwork Bolt
Mending 
Scribe*

WIZARD

Claws of Darkness (C)*

Green-Flame Blade

Silhouette (C)*

Word of Misfortune (C)

 

BARD

Cure Wounds

Dissonant Whispers

Earworm Melody (C)*

Faerie Fire (C)

 

WIZARD

Black Ribbons (C)

Mage Armor

Insightful Maneuvers (B)*

Magic Missile

Shadow Armor (R)*

 

BARD

Detect Thoughts (C)

(1 Free Use)

Lacerate

Suggestion (C)

BARD

Mind Exchange (C)*

Throes of Ecstasy (C)*

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

Black Ribbons (C)

Disguise Self

Disquieting Gaze*

Find Familiar (Ritual)

Mage Armor

Insightful Maneuvers (B)*

Magic Missile

Shadow Armor (R)*

Speak with Inanimate Object*

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 1 Gold: 203 Obsidian: 100 Platinum: 0

(304 Coins * .02 lbs. = 6.08 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (18 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (4 lbs.) WEAPONS (5 lbs.) READIED ITEMS (9 lbs.)
Traveler's Clothes (2gp) - 4 lbs.

+1 Elven Warblade [rapier] (uncommon) - 2 lbs.

Dagger - 1 lb.

Longbow (50gp) - 2 lbs.

Spell Component Pouch - 2 lbs.

+1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

Find Familiar Spell Components (50gp)
Pearl (100gp)
Slither Spell Component (50gp)
Black Opal with crest (125gp)

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

Spellbook - 3 lbs

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

 

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.

Find Familiar
Spell Components (50gp)

Chest - 25 lbs.

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.

(2) Flask of Oil - 2 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (3 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (3 lbs.)
 

Stone of Good Luck (Luckstone)Wondrous Item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Rhythm Maker's Drum +1Wondrous item, uncommon (requires attunement by a bard)

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
 - 3lbs.

 

CHARACTER OVERVIEW


Appearance
Age: 439 Height: 5' 9" Weight: 126 lbs.
Hair: Ash Brown Eyes: Pale Blue Complexion: Fair

She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.

 

"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.

 

The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.

 

The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.

 

spacer.pngBACKGROUND

Custom: Arbonesse Exile


Personality Traits: something

 

Ideals: something

 

Bonds: something

 

Flaws: something

 

Background Feature: something

 

 

Backstory

Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.

 

For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.

 

The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.

 

For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.

 

The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.

 

Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.

 

She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.

 

The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.

 

Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.

 

Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.

 

While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!

 

Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.

 

Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.

 

Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.

 

 

Link to comment
Share on other sites

×
×
  • Create New...