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[[404:_Adventure_Not_Found | Return to Main Page]] __NOTOC__ [[File:Nevermore.jpg|300px]] '''Name:''' Nevermore <br> '''Alignment:''' Neutral<br> '''Gender:''' Male<br> '''Race:''' Tiefling (Gnome) <br> '''Class:''' Bard: College of Spirits<br> '''Level:''' 6 <br> '''Age:''' Whatever the Gnome equivalent of early 20s is.<br> '''Description:''' Like all tieflings he has horns and a tail, although his height of barely over three feet, slight build, and large pointed ears suggest he is indeed of gnome descent as he claims. His hair is a shock of white between dark horns that curl backwards, his skin a pale lavender colour, his eyes solid black. ==Ability Scores== '''Strength:''' 8 (-1) <br> '''Dexterity:''' 14 (+2)<br> '''Constitution:''' 12 (+1)<br> '''Intelligence:''' 11 (+0) ''(+1 from Tiefling)'' <br> '''Wisdom:''' 13 (+1) <br> '''Charisma:''' 20 (+5) ''(+2 from Tiefling, +1 from Shadow Touched) <br> <br> '''AC:''' 13 <br> '''HP:''' 49<br> '''Hit Dice:''' 5d8<br> '''Speed:''' 25' ''(because Gnome)''<br> '''Proficiency:''' +3 <br> <br> '''Melee Attack:''' (Str) -1 / +2 (Dex) if the weapon has Finesse<br> '''Ranged Attack:''' +2<br> '''Spell Attack:''' +8 (+10 with Drum)<br> '''Spell Save DC:''' 16 (18 with Drum)<br> '''Initiative Bonus''' +2<br> '''Passive Perception''' 11 <br> '''Passive Insight''' 13 <br> ==Spells== '''Spell Slots:'''<br> Level 1: 4<br> Level 2: 3<br> Level 3: 3<br> '''Cantrips known: ''' 3<br> Thaumatury ''(Tiefling)''<br> Guidance 60' ''(College of Spirits)''<br> Minor Illusion<br> Mending<br> Message<br> '''Bard Spells Known/Prepared:''' 9 <br> ''Level 1''<br> Inflict Wounds ''(Shadow Touched)'' - 1/long rest or use a spell slot<br> Dissonant Whispers<br> Faerie Fire<br> Healing Word<br> ''Level 2''<br> Invisibility ''(Shadow Touched)'' - 1/long rest or use a spell slot<br> Hellish Rebuke ''(Tiefling)'' 1/long rest<br> Hold Person<br>Phantasmal Force<br> See Invisibility<br> Silence<br> ''Level 3''<br> Leomund's Tiny Hut<br> Speak With Dead<br> ==Saving Throws== '''Strength:''' -1 <br> '''Dexterity:''' +5 (P)<br> '''Constitution:''' +1<br> '''Intelligence:''' +0<br> '''Wisdom:''' +1 <br> '''Charisma:''' +8 (P)<br> ==Languages Known== Common, Infernal, Gnomish (swapped for third musical instrument proficiency) ==Proficiencies== Light armour<br> Simple weapons<br> Hand crossbows<br> Longswords<br> Rapiers<br> Shortswords<br> Musical Instrument - hurdy gurdy<br> [[Nevermore's Oracle Deck | Oracle deck]] (swapped for musical instrument)<br> Disguise kit (Charlatan)<br> Forgery kit (Charlatan) ==Skills== * Performance (Cha)<br> * Insight (Wis) x2 (Expertise) * Stealth (Dex) * Deception (Cha) ''(from Charlatan)''<br> * Sleight of Hand (Dex) x2 (Expertise) ''(from Charlatan)''<br> ==Feats== Shadow-Touched (+1 to stat, Invisibility, 1st level illusion or necro spell) ==Traits and Features== Darkvision 60'<br> Hellish Resistance<br> Hellish Rebuke 1/long rest<br> Bardic Inspiration d8<br> Jack of All Trades (1/2 proficiency bonus to non-proficient skills)<br> Song of Rest<br> '''Guiding Whispers:''' You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. <br> '''Spiritual Focus:''' Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.<br> At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.<br> '''Tales from Beyond:''' You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits’ Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirits’ Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC. Table [https://media.wizards.com/2020/dnd/downloads/UA2020_Subclasses04.pdf here] (opens pdf).<br> '''False Identity''' - You have a false identity that includes documents, established acquaintances, dosguises etc. You can also forge documents including official papers and personal letters as long as you have seen an example of the ype of document/handwriting. '''Font of Inspiration''' - BI refreshes on a short or long rest. '''Countercharm''' - As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). '''Saving Throws''' - Dex and Cha<br> ==Background== Charlatan ==Gear== Rapier, Dagger, Leather armour, hurdy gurdy<br> Hand crossbow + 40 bolts<br> Entertainer's pack with backpack, bedroll, 2 costumes, 5 candles, 5 days' rations, water skin, disguise kit,<br> Fine clothes<br> [[Nevermore's Oracle Deck | Oracle deck]] (spellcasting focus)<br> Rhythm Maker's Drum (rare +2) :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. 13GP ==Character Backstory== Nevermore was born of gnomes, but there was an infernal legacy somewhere in his bloodline. He doesn't know the specifics as his parents resumed adventuring when he was an infant (or at least that's what he was told - sometimes he wonders if they simply didn't want a tiefling child) and he was raised by his maternal grandfather. He doesn't remember it but he almost drowned when he was very young, which left him touched by the Shadowfell, and he suspects this is where his affinity with the spirits of the dead comes from. For a while he made a living running haunting cons, faking ghosts with magic and illusion. His genuine contact with spirits gave him credibility, and it was easy enough to capitalise on local superstitions. It wasn't a particularly enjoyable way to make a living and he gave it up when he fell into his present company. His instrument of choice is a green-painted hurdy-gurdy given to him by his grandfather, although he generally uses his oracle deck for spellcasting instead.
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