Sky Coreleto

person with teal skin, leaf-like hair, wide-brimmed hat with flowers, loose blouse, purple skirt over khaki shorts, and bare feet, sword hanging from belt

Sky Coreleto (Cleric)

Medium Fey (Dryad), Chaotic Good

Non-Binary (They/Them)

Armor Class: 16

Hit Points: 33

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1)

Skills: Insight +5, Perception +5, Persuasion +3, Religion +4

Senses: Passive Perception 15

Damage Resistance: Poison

Languages: Celestial, Common, Druidic, Elvish, Sylvan

Challenge: 3

Abilities

Spellcasting. Sky is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following Cleric spells prepared:

Cantrips (at will): Druidcraft, Guidance, Mending, Resistance

1st Level (4 slots): Bless, Command, Cure Wounds, Detect Evil and Good, Sanctuary

2nd Level (2 slots): Enhance Ability, Lesser Restoration, Spiritual Weapon, Warding Bond, Zone of Truth

Botany-Born. Given that their body is primarily composed of plant material, they are resistant to poison damage.

Channel Divinity. They can channel divine energy to fuel magical effects once per short rest

Channel Divinity: Preserve Life. As an action, they can restore 15 HP. Choosing any creatures within 30 ft. of them, they divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. They can’t use this feature on an undead or a construct.

Channel Divinity: Turn Undead. As an action, they present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a Wisdom saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from them as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life. Whenever they use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

Nature’s Spirit. Their connection with nature allows them to interact with some parts of the world around them. They are able to cast Druidcraft at will.

Wildlife Savant. They are one with nature, and it speaks back to them. They can communicate with animals and plants with the Sylvan language.

Traits

Attention Difference [IE 3, Chronic]. Sky has trouble choosing subjects to focus on and switching between them. When performing any sustained task, they must succeed on a DC 11 Constitution saving throw. Failure indicates that they’ve been distracted — all related skill checks take sixty percent times as long to complete. While distracted, they have a +3 on passive Wisdom (Perception). On success, they become hyperfocused and have advantage on all related skill checks. While hyperfocused, they have a −3 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, they must succeed on a DC 9 Constitution saving throw. Failure indicates that they’re distracted by that event as above until it begins.

Actions

Crossbow, light. Ranged Weapon Attack: +2 to hit, range 80/320 ft, one target. Hit: 4 (1d8) piercing damage.

Assistive Devices

Sky's Earbuds

Wondrous Item, common

Consisting of an ear cuff, chain, and earring shaped like a blue-gray flower bud, these earrings have 4 charges. While wearing them, you can expend 1 charge as a reaction to produce sound that only you can hear for 1 hour. The sound can be any music or sound that you have heard and can recall—for example, white noise or environmental noise such as a babbling brook or chirping birds. The sound is ambient, and while it can be lyrical, it does not help recover forgotten auditory details. While the sound plays, you have +2 on focus saving throws for Attention Difference and saving throws against auditory attacks such as a banshee's wail or Vicious Mockery spell. The earrings regain 1d4 expended charges daily at dawn.

Background

Sky grew up in a very small desert village surrounded by flora and fauna. There were very few people to know and things to do. Sky saw the world differently than most and wanted to have a stronger connection to the world around them. It would surprise people to know that, even though the village was so small, Sky felt rather forgotten, as it seemed everyone in the village always had better things to do or preferred other people to be around. This resulted in Sky being alone much of the time. Many dryads focus on a singular area, however, Sky wanted to bind different networks of plants and nature together. They saw the need to heal and connect the areas that felt isolated just like they did.

When Sky got the chance to travel, they were hesitant at first — after all, they knew so little about the world. But as they gained experience, they quickly discovered their fears, while warranted, were not worth putting a stake in compared to all the wonderful things to see and do. It was the people Sky met that especially called the cleric to travel more long-term. Each new interaction came with it all the life that the person had led and would lead in the future; Sky wanted to be a part of those stories in whatever large or small way they could, and understand the people who live those stories as much as Sky can.

Personality

Sky is naturally inclined to reading people and situations differently than others. Similar to what people call intuition, Sky has an innate sense for nuances in their environment. They are the kind of person who seems to have a warm glow around them — they radiate kindness and joy. While Sky does have confidence enough in themselves to know that they are a valuable person that others can rely on, they also tend to emphasize lifting others up than themselves. While Sky does love interacting with and being around people, they also can become overwhelmed when there are too many demands on their time and emotions. Sky has a focus on the smaller details that make up life, and has a strong drive to ensure that, when they act, they go as far as they can down that path. Sky can also be incredibly stubborn: once their mind is set on something it can be difficult to get them to budge, especially if it has to do with Sky themselves.

Plot Hooks

  1. Adventurers may meet Sky studying plants in a forest.
  2. Adventurers may meet Sky quietly reading a book in a forest.
  3. Adventurers may find Sky lost in a dark cave that they were exploring before they got distracted and ultimately lost.



Spark Peerly

humanoid orange tabby cat with blue beret, plum vest, white shirt, red scarf, holding quill & pad of paper

Spark Peerly (Wizard)

Medium Humanoid (Catkin), Neutral Good

Cisgender man (he/him)

Armor Class: 13

Hit Points: 32

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 10 (+0)

Skills: Arcana +6, Deception +2, History +6, Insight +4, Investigation +4, Nature +4, Perception +4, Religion +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Abyssal, Common

Challenge: 4

Abilities

Spellcasting. Spark is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following Wizard spells prepared:

Cantrips (at will): Dancing Lights, Fire Bolt, Minor Illusion, Prestidigitation

1st Level (4 slots): Find Familiar, Fog Cloud, Identify, Unseen Servant

2nd Level (3 slots): Flaming Sphere, Locate Object, Mirror Image, Misty Step

Claws. He is proficient with his unarmed strikes, which deal 1d4 slashing damage and are considered finesse weapons.

Soft Fall. He has resistance to bludgeoning damage caused by falling, and on a successful DC 10 Dexterity (Acrobatics) check, he lands on his feet.

Arcane Recovery. Once per day when he finishes a short rest, he can choose expended spell slots to recover up to a combined level of 2, and none of the slots can be 6th level or higher.

Conjuration Specialist. The gold and time he must spend to copy a conjuration spell into his spellbook is halved.

Minor Conjuring. He can use his action to create a nonmagical inanimate object of up to 20 cubic feet and 10 lb. in any empty space he perceives within 10 ft. of him. The object disappears after 1 hour, when it takes or causes damage, or when he uses this feature to conjure a different item.

Traits

Apraxia. Spark is unable to perform certain actions, even though he’s physically able to do so. With enough effort, he might be able to perform the task in question, but each step requires a successful DC 15 Constitution check. Any magic effect that would force him to do something beyond his ability will automatically fail.

Ideational [IE 2, Frequent]. Spark is unable to plan a series of movements. He needs constant coaching to know what to do next.

Constructional [IE 2, Frequent]. Spark has great difficulty copying, drawing, or constructing basic diagrams or figures. If he needs to communicate via writing or drawing, he must succeed on a DC 14 Intelligence check to convey the information he’s trying to communicate. He needs assistance writing spells into his spellbook, requiring a successful DC 10 Charisma check to communicate it successfully. If he fails the check, the inscription fails, and he needs to start over, forfeiting the time and materials from the first attempt.

Dyslexia [IE 4, Chronic]. Spark has difficulty accurately reading words. Preparing a spell from a spellbook takes him an additional 80% of the standard time unless he has someone assisting him by reading it to him.

Emotion Fluctuation [IE 4, Frequent]. Spark’s overall emotional state fluctuates between Amplified Emotion (Enjoyable) (30 percent) and Baseless Emotion (50 percent) or both at the same time (20 percent). These episodes fluctuate every 1d20 days and last 5d8 + 5 days.

Intellectual Disability [IE 2]. Spark learns skills more slowly than others. When he gains experience points, he gains 40% less than usual or, when not using XP, when gaining a level, he needs an additional 2d20 days to gain the bonus, and he has a −2 penalty on all Intelligence skill checks.

Sensory Processing Difference (Dyspraxia) [IE 2, Chronic]. Spark’s brain processes sensory information differently than is typical. Spark has trouble learning new motor activities and skills. When gaining or increasing a feat or proficiency based on Strength or Dexterity, he needs an additional 2d20 days to gain the bonus. Because he’s used to having to work harder to gain skills, he has developed creativity and resilience, so once per day, when making a non-combat ability check, he can choose to make the check with advantage.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage, finesse.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Assistive Device

Marrh's Mindful Marker

Wondrous Item, common

You can use this parrot feather pen to transcribe spoken words, and it requires no ink to write. When waved in the correct pattern and placed on a writing surface, it will begin transcribing the words of the closest speaker within a 10-ft. radius. It can fit 1 minute of speech on a standard sheet of paper, and if the surface is a stack of paper, bound or unbound, it will attempt to turn the page and continue on the next sheet once it reaches the end until it runs out of paper or you stop the effect by grasping the pen. The pen writes in the speaker’s language and alphabet and does not translate.

Background

Spark was born to a mother who did everything she could to ensure her son would never feel unwanted or somehow lesser due to the difficulties he faced every day. With her support, Spark took up drawing and found it the best way to express himself when his words failed him. When it came time to set out on an adventure, Spark decided to use his sketchbook to document all the interesting places and people he encountered. This has spurred a desire in him to seek out great adventures and more knowledge.

Spark began studying magic, and enjoyed being able to conjure things around him. This has helped him manage his difficulties in life. Furthermore, he found that architecture, traveling, and investigating sites — especially ruins were all things he wanted to experience.

Spark became an adventurer to seek out more knowledge about history. He is also interested in learning more about magic and hopes that going to these ruins there may be some lost pieces of magic to be discovered. Not many people believe that there are these lost pieces of magic out there, but that does not stop Spark from trying to pursue his dreams.

Personality

Spark tends to have a unique perspective on life. When looking at something, he has a different impression of it than that of others. Whether his view is accurate or not, he will stand by his view and will ensure that others are able to see it too. On the other hand, Spark does have a difficult time communicating occasionally. Spark is a bit awkward in social situations. He often listens and processes before speaking or acting but, once he has begun, nothing can stop him. Spark has a great curiosity and has a strong desire to understand whatever piques his interest.

Plot Hooks

  1. Adventurers may need Spark’s assistance with a statue that randomly appeared overnight with some powerful magic aura around it.
  2. Adventurers may find Spark deep inside a ruin they assumed was empty.
  3. Spark may request adventurers to assist him in traveling to a distant place so that he can document a dangerous and interesting location.



Sym Karba

human with short black hair, purple robe, holding red book

Sym Karba (Wizard)

Medium Humanoid (Human), Lawful Good

Genderfluid (He/They)

Armor Class: 12

Hit Points: 24

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 12 (+1)

Skills: Arcana +6, History +6, Insight +5, Perception +5

Senses: Passive Perception 15

Languages: Abyssal, Common, Dwarvish, Elvish

Challenge: 3

Abilities

Spellcasting. Sym is a 3rd-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). They have the following Wizard spells prepared:

Cantrips (at will): Dancing Lights, Fire Bolt, Message

1st Level (4 slots): Comprehend Languages, Detect Magic, Floating Disk, Identify, Illusory Script, Shield

2nd Level (2 slots): Mirror Image, Misty Step, Shatter

Arcane Recovery. Once per day when they finish a short rest, they can choose expended spell slots to recover up to a combined level of 2, and none of the slots can be 6th level or higher.

Déjà Vu. While resting, they get glimpses into the near future. Once per day after a long rest, they can use their reaction to communicate with an ally and give them advantage on their next attack roll, saving throw, or ability check.

Divination Expert. Copying a divination spell into their spellbook requires half the usual gold and time.

Traits

Executive Functioning [IE 2, Chronic]. Sym has trouble organizing themselves, including their thoughts, their possessions, their emotions, their time, and their memory. They have a −2 penalty on all initiative rolls, and on an initiative roll of 1 or less (or a natural 1), they cannot use their action or bonus action for the first round due to indecision, but they can still use their reaction. In some cases, they may have trouble transitioning unexpectedly to a new task or changing plans. They have a −2 penalty on their passive Wisdom (Perception) to determine surprise, and if the plans for the day change, they must succeed on a DC 10 Constitution saving throw or have disadvantage on all Wisdom and Charisma checks for 2d4 minutes while they mentally adapt to their new circumstances and plans. On any attempt to find something that they previously possessed, they have a −2 penalty on Wisdom (Perception) checks to find it. They have a −2 penalty on all reaction ability checks, saving throws, and attack rolls. Because they’re used to having to compensate for their decision-making, they have developed creativity and resilience, so once per day, when making a non-combat ability check, they can choose to do so with advantage. Multiple days in a row with high stress or demands can temporarily increase the IE.

Repetitive Movement [IE 3, Frequent]. Sym feels the need to use repetitive physical stimulation (stimming) for 3d4 rounds to manage their emotions. When needing to stim, if unable, they must succeed on a DC 6 Wisdom check to fight the urge each round, the DC increasing cumulatively by 3 each round until they meet their stimming needs. Failure to resist the urge causes a −3 penalty on all ability checks until they meet their stimming needs.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Assistive Device

Sym's Scheduling Scroll (Executive Functioning)

Wondrous Item, common

When you write an appointment or deadline on this scroll and speak the command word, it sorts the list into chronological order and removes completed entries. One hour and one minute before an appointment or deadline is due, the scroll telepathically reminds you of the upcoming entry.

Background

Sym has a healthy relationship with their parents, who are actually still alive. Sym learned magic at a magic academy, and was mercilessly bullied most of the time during school. However, they still graduated near the top of the class. Sym struggled to find their voice while they were in school and just focused on their academics. This helped them learn a lot about magic, but did mean that they did not make a lot of friends in the process. Once out of the structured environment of the academy, Sym struggled somewhat to find a direction in life. They are searching for their greater purpose. This is something that many people deal with, and Sym is on his own path to understand his destiny.

Personality

Sym is socially withdrawn and avoids eye contact. They are extremely logical and despise lies and deception. Due to their flat affect, they come off as arrogant or “stuck-up.” Sym is completely uninterested in leadership and is perfectly willing to follow a competent leader. They will always rather be a follower than a leader when possible. The less focus and spotlight on Sym, the better. They have compiled a list of the “unwritten rules of society”— now numbering over a thousand—and will sometimes interject one or more of these rules from memory into a conversation no matter the timing, even if the moment may be inappropriate.

Plot Hooks

  1. Adventures may find Sym on a spiritual journey in a mountainous area.
  2. Adventurers may seek out Sym to find out about horrible practices going on at the magic academy.
  3. Adventurers may ask for Sym’s assistance in studying a magical item as rumors around town are that Sym was the top of their class in school.



Talia Dustbloom

halfling with long dark brown hair, glasses, purple outfit, knife bandolier, necklace with asexual heart pendant, writing with blue quill in notepad

Talia Dustbloom (Rogue)

Small humanoid (lightfoot halfling), Chaotic Good

Cisgender woman (she/her)

Armor Class: 14

Hit Points: 15

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Skills: Acrobatics +5, Insight +3, Investigation +5, Perception +3, Performance +4, Persuasion +4

Senses: Passive Perception 13

Languages: Common, Halfling, Thieves’ Cant

Challenge: 2

Abilities

Brave. She has advantage on saving throws against being frightened.

Cunning Action. She can take a bonus action on each of her turns to take the Dash, Disengage, or Hide action.

Halfling Nimbleness. She can move through the space of any creature that is of a size larger than hers.

Lucky. When she rolls a 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.

Naturally Stealthy. She can attempt to hide even when she is obscured only by a creature that is at least one size larger than her.

Sneak Attack. Once per turn, she can deal an extra 1d6 damage to one creature she hit with an attack with a finesse or ranged weapon if she has advantage on the attack roll. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and she don’t have disadvantage on the attack roll.

Traits

Attention Difference. [IE 3, Chronic]. Talia has trouble choosing subjects to focus on and switching between them. When performing any sustained task, she must succeed on a DC 11 Constitution saving throw. Failure indicates that she’s been distracted — all related skill checks take sixty percent times as long to complete. While distracted, she has a +3 on passive Wisdom (Perception). On success, she becomes hyperfocused and has advantage on all related skill checks. While hyperfocused, she has a −3 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, she must succeed on a DC 9 Constitution saving throw. Failure indicates that she’s distracted by that event as above until it begins.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Assistive Device

McLoken's Ring of Fidgeting (Attention Difference)

Wondrous Item, common

This silver ring has a separate copper ring in the center that rotates and functions as a fidget, giving a +1 bonus to Attention Difference saving throws. This ring has 6 charges. While wearing it, you can expend 1 charge as an action to clarify your mind for 1 minute, giving you advantage on all saving throws against psychic damage and all Intelligence and Wisdom checks in which you’re proficient except passive Wisdom (Perception). The ring regains 1d4 + 2 expended charges daily after a long rest.

Background

Talia grew up in a difficult household. She has a loving mother and an unpleasant father. She did her best to always stay out of trouble, but nothing she did was ever good enough for him. Talia became enamored with journalism, learning about others and being able to tell others’ stories and, as a result, better relating to people.  She did not want to ever end up like her father. Talia has spent a lot of her life trying to understand who she is, and why her father acted as he did. She had a suspicion that the way she communicated with others and the way her body responded to stimuli was not the same as some of her peers. It took until adulthood for her to be able to find a name for her traits that fit what she was feeling. It has helped her come to terms with the level of need and support that she requires to live everyday life. Talia never lets anything get in the way when she is determined to accomplish a project. After learning she has an attention difference, Talia was able to find a job that would accommodate not only her special interests but also her learning needs.

Personality

Talia is an enthusiastic, determined, and natural leader. She has a sweet disposition and uses that to get the answers that she needs for her business. Talia has a persuasive personality that others feel comfortable sharing intimate details with. In addition, she knows when to cut through all of the serious talk to get straight to business with people who are giving her a hard time. Talia does struggle with her thought process at certain times of the day; however, she does not allow that to get in the way of her work or personal life. Talia’s love of life and information are what keeps her moving every day.

Plot Hooks

  1. Talia needs help getting an invite to a large party in town. The players may be interested in attending the party and helping her get in.
  2. Talia can be in some trouble with the local vendors in town over the reviews she has written. The players may be asked to help her with being able to politely write reviews about the shops.
  3. Talia is always in search of the next big thrill, and will ask the players to help her find something worth “writing home about.” The players can then determine what truly makes for a grand adventure. They can have her tag along, recite a story of their travels, or something else that would satisfy Talia’s curiosity.



Trinita MacLeod

half-elf with long white hair with blue highlights, blue & teal tunic, maroon belt, blue tattoo and on right forearm, rings on right hand, sword on back, service wolf sitting beside

Trinita “Trinit” MacLeod (Ranger)

Medium Humanoid (Half-Elf), Chaotic Good

Cisgender woman (she/her)

Armor Class: 13

Hit Points: 65

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 14 (+2)

Skills: Animal Handling +5, Investigation +4, Nature +4, Perception +5, Survival +5

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Celestial, Common, Elvish, Giant

Challenge: 5

Abilities

Spellcasting. Trinit is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following Ranger spells prepared:

1st Level (4 slots): Cure Wounds, Speak with Animals

2nd Level (2 slots): Animal Messenger, Pass without Trace

Favored Enemy: Beasts. She has advantage on Survival checks to track her favored enemies, as well as on Intelligence checks to recall information about them. She also learns one language of her choice that is spoken by her favored enemies, if they speak one at all.

Fey Ancestry. She has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Fighting Style: Archery. She gains a +2 bonus to attack rolls she make with ranged weapons.

Natural Explorer: Coast. She has a favored terrain type. Her proficiency bonus is doubled for proficient skills when she makes an Intelligence or Wisdom check related to it. While traveling for an hour or more in her chosen terrain, difficult terrain doesn’t slow her group’s travel, her group can’t become lost except by magical means, she remains alert to danger even when she is engaged in another activity, she can move stealthily at a normal pace (while alone), she finds twice as much food while foraging, and while tracking creatures, she learns the exact number, sizes, and how long ago they passed through the area.

Primeval Awareness. As an action, she can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of her (or within up to 6 miles if she is in her favored terrain). This feature doesn’t reveal the creatures’ location or number.

Traits

Baseless Emotion. In addition to the listed traits, any day that Trinit experiences these for more than four hours, she needs to take a short rest or take one level of exhaustion due to the physical toll they take.

Restlessness [IE 2, Frequent]. Trinit feels agitated or panicked. This causes her to be hypervigilant, giving her a +2 bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a −2 penalty to notice harmless details.

Worrying [IE 2, Frequent]. Trinit has an overwhelming fear of the future, both near and distant. They have a −2 penalty on saving throws against the frightened condition and a −2 penalty on Charisma (Persuasion) checks as her own doubt makes her less convincing to others.

Pain [IE 3, Chronic]. Trinit experiences chronic pain throughout her body. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 13 Constitution saving throw per round to maintain concentration. Because she’s used to managing pain, even though this doesn’t reduce the experience of pain, she has a +3 bonus to saving throws against psychic damage.

Sleep Disruptions (Insomnia) [IE 2, Frequent]. Trinit has trouble falling or staying asleep or both (equal chances of each). When beginning a long rest, she must succeed on a DC 10 Constitution saving throw to fall asleep quickly. On failure, she loses the difference between her result and the number needed in hours of sleep and loses benefits of rest accordingly unless she sleeps longer at the end of the long rest to compensate. If her form of insomnia wakes her while sleeping, determine the time she wakes randomly by subtracting the loss from the total hours attempted, and roll 1d(difference) to determine how many hours she sleeps before waking.

Actions

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Handaxe. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d6 + 2) slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft, one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Service Animal

Theo

Medium beast (wolf), unaligned

Armor Class 17 (studded leather barding)

Hit Points 27 (5d8 + 5)

Speed 40 ft.

      STR            DEX           CON            INT            WIS            CHA
   12 (+1)       15 (+2)       12 (+1)         3 (-4)        14 (+2)        6 (-2)

Saving Throws WIS +5, CHA +1

Skills Insight +5, Medicine +5, Perception +5

Senses passive Perception 15

Languages -

Challenge 1 (200 XP)        Proficiency Bonus +3

Keen Hearing and Smell. Theo has advantage on Wisdom (Perception) checks that rely on hearing or smell.

On The Job. Theo has advantage on saving throws against being charmed.

Pack Tactics. Theo has advantage on attack rolls against a creature if at least one of Theo's allies is within 5 feet of the creature and the ally isn't incapacitated.

Bonus Actions

Supportive. As a bonus action, Theo can expend one of his hit dice (1d8) to help his partner regain hit points. He regains half of his expended hit dice at the end of a long rest.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Reactions

Attentive. Theo has advantage on Wisdom (Insight) checks to perceive his partner’s mood and can use his reaction to help them steady themselves in stressful or distracting situations, giving them advantage on Wisdom saving throws for the next minute.

Fetch. Theo can use his reaction to Dash and pick up an item (a potion, sword, or piece of adventuring gear, for example) and bring it back to his partner. Moving like this does not provoke an attack of opportunity.

Background

Trinit has suffered from her chronic pain and fatigue and anxiety since she was young. Throughout her youth, Trinit was frustrated because healers would tell her they could find nothing wrong. However, she still experienced pain, or so she thought, so she began to doubt herself and felt that maybe she was just imagining things.

With the help of her supportive parents, Trinit learned to step back and take a breath. She was able to learn how to better function due to her determination not to let her symptoms get the better of her. However, she still experiences flare ups of her pain, and she is not always able to avoid her pain and the anxiety and fatigue that comes with it, and some days she thinks she wants to give in and just cry herself to a never-ending sleep. However, Theo the wolf is there to remind Trinit that she will always have a family and a friend to turn to. Theo will often go to Trinit when he sees that she is not having a good day. Trinit has recently started reading and learning about herbalism, and its possibilities for managing her symptoms.

Trinit also finds that swimming in salt water seems to temporarily ease her symptoms, but as she grew up along the coast and grew up swimming in the ocean, maybe it is just another reminder of home that helps.

Personality

Trinit is a very social person despite her challenges, and well-liked by those she meets. She will always lend a hand where needed, no matter how big or small the need would be. On the other hand, Trinit likes her alone time, dabbling in being crafty and learning about new things, most recently herbalism. This is especially true when Theo is lying next to her. As she grew up along the coast, Trinit loves the ocean — swimming and freediving, looking for sea animals she can play with. Theo will often join her in the water. This helps her body relax and, even if for just a little, get relief from her anxiety and chronic pain.

Plot Hooks

  1. Trinit may ask to help her find a quiet spot to rest with Theo. The town that she is in currently has made her a little too restless as of late.
  2. Trinit may request the adventurers to go on an adventure with them in hopes it will tire her out enough for her to get some sleep.
  3. Trinit may request the adventurers to go find a rare herb that she needs to help her fall asleep. She believes she knows what it is supposed to be, but is not certain how to get it by herself.



Ulva

tiefling with gray skin, long black hair, bison horns, gray fur cape, black & purple dress, smoke swirling around feet

Ulva (Druid)

Medium Humanoid (Tiefling), Chaotic Neutral

Cisgender woman (she/her)

Armor Class: 11

Hit Points: 30

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 10 (+0) 14 (+2) 18 (+4) 18 (+4) 12 (+1)

Skills: Animal Handling +4, Investigation +4, Insight +6, Medicine +6, Religion +6, Survival +6

Senses: Darkvision 60 ft., Passive Perception 14

Damage Resistance: Fire

Languages: Abyssal, Celestial, Common, Druidic, Infernal

Challenge: 3

Abilities

Spellcasting. Ulva is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following Druid spells prepared:

Cantrips (at will): Druidcraft, Guidance, Thaumaturgy

1st Level (4 slots): Cure Wounds, Entangle, Fog Cloud, Thunderwave

2nd Level (2 slots): Enhance Ability, Spike Growth, Vitality Exchange

Infernal Legacy. She knows the Thaumaturgy cantrip. She can cast Hellish Rebuke once per long rest. Charisma is her spellcasting ability.

Wild Shape. As an action, she can magically assume the shape of a beast with a CR of 1/4 or lower (no flying or swimming speed) that she has seen before twice per short rest. She can stay in beast shape for 1 hour before reverting back to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies).

Combat Wild Shape. She can use Wild Shape as a bonus action, and she can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot expended.

Traits

Pain [IE 4, Chronic]. Ulva experiences chronic pain throughout her body. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 14 Constitution saving throw per round to maintain concentration. Because she’s used to managing pain, even though this doesn’t reduce the experience of pain, she has a +4 bonus to saving throws against psychic damage.

Dislocation [IE 1, Periodic]. Ulva’s joints dislocate easily. Whenever she attempts a Strength roll or melee attack, she needs to succeed on a DC 9 Strength saving throw. On failure, the joint subluxates (partially dislocates). If she fails by more than 5, the joint dislocates. After a subluxation, she experiences a −1 penalty to all rolls with that joint until she takes a long rest. After a dislocation, she must succeed on a subsequent DC 8 Strength check to put the joint back together, using 1 action. On a successful attempt to reset it, she can use the limb, but she experiences a −1 penalty to all rolls with that joint due to post-dislocation pain until she takes a long rest.

Fatigue [IE 2, Chronic]. Ulva is nearly always tired. After every long rest, she must succeed on a DC 10 Constitution saving throw, or she does not benefit from the rest, regardless of the amount of rest she gets. Spending an entire day resting will automatically give her advantage on the Constitution saving throw.

Hair Growth Difference [IE 1]. Ulva is missing 50%+ of the hair on top of her head.

Insomnia [IE 3, Frequent]. Ulva has trouble falling or staying asleep or both (equal chances of each). When beginning a long rest, she must succeed on a DC 11 Constitution saving throw to fall asleep quickly. On failure, she loses the difference between their result and the number needed in hours of sleep and loses benefits of rest accordingly unless she sleeps longer at the end of the long rest to compensate. If her form of insomnia wakes her while sleeping, determine the time she wakes randomly by subtracting the loss from the total hours attempted, and roll 1d(difference) to determine how many hours she sleeps before waking.

Moisture Loss [IE 2, Chronic]. Ulva’s eye sockets don’t produce enough moisture, so she needs to use saline drops regularly, 2 times every 12 minutes or have a −2 penalty on all sight-based rolls until applying saline drops or closing her eyes for at least 1 minute.

Photosensitivity [IE 2, Triggered]. Ulva is sensitive to bright light such as sunlight, including all but the darkest cloudy days. While in moderate to bright light, she has a −2 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. In dim light, she can see as if in daylight.

Rash [IE 3, Chronic]. Ulva’s body has an itchy rash that covers 60 percent of it. Because of the itchy distraction, she must succeed on a DC 8 Constitution saving throw to maintain concentration each round on an applicable spell. She must also succeed on a DC 8 Constitution saving throw every day or develop Infection.

Actions

Dart. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Assistive Device

Husevåg's Lenses of Fortitude Finding

Wondrous Item, uncommon

These sunglasses with craquelure obsidian frames, have 6 charges. While wearing them, you can expend 1 charge as an action for one of the following properties.

Glare Concealer. The glasses darken to reduce your sunlight sensitivity by 2 IE (minimum 0) for one hour, until you use a bonus action to deactivate them, or until you expend another charge.

Power Revealer. You can choose one creature within 30 ft. and learn its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

The sunglasses regain 1d6 expended charges daily at dawn.

Background

Ulva left her home at a young age because her parents treated her badly. Her parents did not want a child who had health complications. Ulva felt alone and misunderstood in the world for a bit of time. Ulva feels that most often nobody understands her and now she primarily talks to animals. Ulva fell in love with nature and all of the surrounding creatures. Due to this, she decided to learn how to become a Druid. Her first interest was the wolf and the way that they would howl at the moon. Ulva began to Wild Shape into wolves so much her body had trouble reverting back. She began to start looking like a wolf, developing more pale gray skin. She also prefers the night as she is allergic to sunlight. However, she has begun to develop a fascination for butterflies too. Ulva loves their intricate colors and designs and began styling her clothes after wolves and butterflies now.

Personality

Ulva feels that fate has made her a terrible person, and sometimes she truly believes it. She sometimes believes her health conditions have been caused by her unkind behavior in her past. However, she has honestly done nothing wrong and was treated horribly by her parents and shunned by many people. She is always dreaming of being a better and prettier person. She wants to leave the world in a better place than she found it. When new people meet her, it’s a little unpredictable whether she’ll respond appropriately to the situation. Ulva knows that she can be just as dangerous as a wild wolf if you rub her the wrong way, but also a loyal friend if you’re able to appeal to the good in her. She feels that she has both a bad wolf and a beautiful butterfly inside her, but life has so far pressed her more often to show off her wolf side. She is loving and kind to nature and animals, but can have a hard time relating to people.

Plot Hooks

  1. Adventurers may find Ulva wandering through a forest alone at night.
  2. Adventurers may seek Ulva’s assistance with research on rare wolves in the area.
  3. Adventurers may seek out Ulva as townsfolk are worried about a wolf that is getting too close to the town’s border.



Vagrus Sek’kuar

elderly half-orc with short gray hair, wearing flour-covered brown apron, leaning on cane, carrying basket of bread

Vagrus Sek’kuar (Cleric)

Medium Humanoid (Half-orc), Chaotic Neutral

Non-binary (he/they)

Armor Class: 18

Hit Points: 28

Speed: 30ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 10 (+0)

 

Skills: Insight +6, Intimidation +3, Medicine +6, Perception +6, Religion +5

Senses: Darkvision 60 ft., Passive Perception 16

Languages: Common, Giant, Goblin, Orc

Challenge: 5

Abilities

Spellcasting. Vagrus is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). They have the following Cleric spells prepared:

Cantrips (at will): Guidance, Mending, Spare the Dying, Resistance

1st Level (4 slots): Bless, Create or Destroy Water, Cure Wounds, Detect Magic, Sanctuary

2nd Level (3 slots): Continual Flame, Lesser Restoration, Spiritual Weapon, Zone of Truth

3rd Level (2 slots): Beacon of Hope, Glyph of Warding, Revivify, Create Food or Water

Channel Divinity. They can channel divine energy once per rest.

Channel Divinity: Preserve Life. As an action, they present their holy symbol and evoke healing energy that can restore a number of hit points equal to five times their cleric level (25). They choose any creatures within 30 feet of them and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. They can’t use this feature on an undead or a construct.

Channel Divinity: Turn Undead. As an action, they present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against their Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Disciple of Life. Their healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Relentless Endurance. When they are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Traits

Dysgeusia (Amplification) [IE 3, Chronic]. Vagrus has a very sensitive sense of taste. This gives them a +3 on Wisdom (Perception) checks involving taste but a -3 penalty on Constitution saving throws against taste and smell-related effects.

Diabetes (Hyperglycemia) [IE 2, Chronic]. Vagrus loves sweets, however, they often have to be mindful of how this will impact their blood sugar as they are diabetic. Whenever Vagrus eats or drinks more than one serving of something sweet, more than one serving of grains, or more than one alcoholic drink, they must succeed on a DC 12 Constitution saving throw or become hyperglycemic and add 1d4 of the following experiences until they take short rest: Nausea, Shortness of Breath, Weakness, Confusion, Pain (Abdominal). Roll Impact Extent for each. If Vagrus fails to take a short rest, the Impact Extent of each experience increases each hour and adds an additional experience to the list. Once one experience exceeds IE 4, Vagrus enters a Coma.

Pain (Chronic Pain) [IE 2, Frequent]. Vagrus experiences chronic pain throughout their body. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 12 Constitution saving throw per round to maintain concentration. Because Vagrus is used to managing pain, even though this does reduce their experience of pain, they have a +2 bonus on saving throws against psychic damage.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Background

Vagrus grew up in a poor neighborhood in their hometown and lived in an orphanage run by the local temple. There, Vagrus did not have access to many healthy food options, and was often forced to make do with very little. Due to their heightened sense of taste, Vagrus took it upon themself to learn to cook. Without any formal education, they became well known in their town for being able to make something out of nothing. The clergy who looked after the town’s children supported Vagrus in this pursuit. People from all over town would come to the orphanage to buy the sweets Vagrus created, and with that money, the orphanage was able to take better care of their wards.

A well-off baker heard of Vagrus and offered them an apprenticeship in a larger city. Taking this opportunity with the support of the temple, Vagrus went on to become one of the most sought-after bakers in the region. They are known for making sweet treats with subtle flavor combinations supposedly inspired by the gods themselves.

Vagrus walks with a cane to help manage the chronic pain in their feet. On days where it is particularly bad or they have much they need to get done that day in the bakery, they use Ke Ntaub Soung’s Soothing Salve.

Personality

Vagrus always presents as slightly irritated about everything and, on days where their pain is very high or they cannot bake, many have described Vagrus as unbearable. However, compliments on their cooking and baking are a sure-fire way to put them at ease. Vagrus guards the secret to their baking and cooking skills, and has refused any offers for an apprentice or assistant. However, secretly they are hoping one day to find someone they can trust with this information. Due to this, they often will test visitors to see how trustworthy they are. This might include casting Zone of Truth or asking questions that Vagrus already knows the answer to. People that they view as honest and forthright are much more likely to earn their trust.

Plot Hooks

  1. As a local merchant that the players can buy from in the city.
  2. The party can notice that Vagrus is struggling with loading supplies into their shop and offer to help.
  3. Vagrus is in search of a special ingredient and needs the party to support them in finding it.



Macer

large human with spiral earrings holding a mace

Macer (Bard/Barbarian)

Medium Humanoid (Human), Chaotic Good

Cisgender man (he/him)

Armor Class: 15

Hit Points: 75

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 (+4) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

 

Skills: Acrobatics +5, Athletics +7, Deception +7, Intimidation +10, Investigation +5, Performance +10, Persuasion +7, Stealth +5

Senses: Passive Perception 12

Languages: Celestial, Common

Challenge: 5

 

Abilities

Spellcasting. Macer is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following Bard spells prepared:

Cantrips (at will): Minor Illusion, True Strike

1st Level (4 slots): Cure Wounds, Identify, Thunderwave

2nd Level (2 slots): Calm Emotions, Knock, Shatter

Rage. As a bonus action, he enters a rage for up to 1 minute (10 rounds).

He gains advantage on Strength checks and saving throws (not attacks), +2 melee damage with Strength weapons, and resistance to bludgeoning, piercing, and slashing damage. He can’t cast or concentrate on spells while raging.

His rage ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage as a bonus action.

Bardic Inspiration. As a bonus action, a creature (other than him) within 60 ft. that can hear him gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Cutting Words. As a reaction when a creature (that’s not immune to being charmed) he can see within 60 ft. makes an attack roll, ability check, or damage roll, he can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature’s roll. He can do so after the roll but before knowing the result.

Danger Sense. He has advantage on Dexterity saving throws against effects that he can see while not blinded, deafened, or incapacitated.

Reckless Attack. When he makes his first attack on his turn, he can decide to attack recklessly, giving him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Song of Rest. If he or any friendly creatures who can hear his performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Traits

Eating Disruption (Binge Eating) [IE 3, Chronic]. When Macer begins eating and has the opportunity, he will quickly continue to eat until uncomfortably full due to stress, anxiety, depression, or low self-esteem. To limit his eating to a healthy amount, he must succeed on a DC 13 Wisdom saving throw. Following an eating binge, he feels lethargic and has a −3 penalty on initiative rolls for 3 hours after. Every seven days of binging, his weight increases by one percent, and for every twenty percent increase, he experiences a −1 penalty on Strength (Athletics) and Dexterity (Acrobatics) checks.

Weight Difference [IE 2, Frequent]. Macer gains weight unrelated to diet and exercise. After every adventure or major campaign arc, he must succeed on a DC 10 Constitution saving throw. On failure, his weight has increased by 2 × 2d6 percent. On success, his weight has decreased by 2 × 1d4 percent. For every fifty percent increase, he has a −1 penalty on Dexterity (Acrobatics) and Strength (Athletics) checks. For every ten percent decrease, he experiences Temperature Sensitivity for 3d20 days as his body acclimates itself and must succeed on a DC 10 Constitution saving throw or experience Fatigue until he succeeds on the saving throw, which he can attempt daily after a long rest. He has a +2 bonus to Strength (Athletics) checks for swimming.

Baseless Emotion (Irritability) [IE 2, Frequent]. Any day that Macer experiences this for more than four hours, he needs to take a short rest or take one level of exhaustion due to the physical toll he takes.

Macer is easily angered by minor irritations. Anytime he experiences an upsetting situation, no matter how minor, he must succeed on a DC 12 Wisdom saving throw or begin to Rage involuntarily, using up one of his daily Rages. He has a +2 bonus to Charisma (Intimidation) checks but a −2 penalty on Charisma (Persuasion) checks. He has a +2 bonus to all saving throws against being charmed.

Strength Control [IE 2, Chronic]. Macer can’t control the amount of strength he applies when using his hands and arms. He has a −2 penalty on all Strength and Dexterity checks that require fine motor control, including attack rolls.

Uncontrolled Volume [IE 2, Chronic]. Macer has little or no control over the volume of his voice, always projecting his voice. Too loud gives him −2 to Dexterity (Stealth) checks as sounds can sometimes slip out but +2 to Charisma (Intimidation) checks.

Sweat Difference (Saline) [IE 4, Chronic]. Macer’s sweats typically are saline sweat but at a rate of one gallon per day. Because of this fluid loss, he needs to drink additional water to assist with the loss to avoid Dehydration and exhaustion.

Actions

Macer’s Mace of Anger Management. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Assistive Devices

Macer's Earrings of Appetite Suppression

Wondrous Item, Common

Carved from the shell of a large scavenging insect, these simple white spiral earrings are worn in such a way that the end of the spiral points at the back of the ear. While worn, they make all food in a 10-foot radius taste spoiled and rotten, giving advantage on the Wisdom saving throw to resist binging. This effect also affects others within the radius. Anyone who doesn’t usually eat carrion who eats within the radius will experience Nausea (IE 2) until outside of the radius. The effect ends immediately when the earrings are removed.

Macer’s Mace of Anger Management

Wondrous Item, Rare

This shining silver mace looks like a large ornate crown on the end of a shaft. At each of the points of the crown, a small sapphire glows a soft blue. This mace has 5 charges. While holding it, you can expend 1 charge as an attack roll. When used in this way, the mace causes no physical damage but will dispel any illusion it touches. While holding it, you can expend 1 charge as an action to cast the Major Image spell (visual only). When used during an Amplified Emotion (Uncomfortable) episode, creating an image representing the subject of the emotion and dispelling it with the mace gives you a +2 bonus on the associated Wisdom saving throw. The mace regains 1d3 charges at dawn.

Background

Macer has a loud presence. His booming voice came to the aristocracy’s notice at a young age. Macer was given the job of herald, messenger, and sometimes personal servant. He learned how to properly fight to protect himself; there are times where being the bearer of such news can be dangerous. Coming from a family that barely had enough to eat, having access to royal leftovers led Macer to become quite fat from wolfing down everything he could before those leftovers could make it back to the kitchen. He continues to be the herald, messenger, and personal servant for a loyal and just aristocracy. Macer has been reprimanded a few times due to not being able to control his emotions, and has had to figure out what to do or else he would lose his job. Macer was able to have the court magician create a magic item not only for his anger but also for his binging habit as well. These solutions have assisted in Macer keeping his job. There are still tough days for him, however, managing these traits has become slightly easier for him.

Personality

Macer’s accent is noticeably different from his local culture, and he usually speaks in a way that has long sentences that may end up repeating. However, through his bardic abilities, everyone understands what he is saying. Macer is generally a pretty nice guy, but he has an overdeveloped sense of justice which often leads him to angry outbursts. He wants to fight for the individuals who are not usually represented well. Even though he is extremely charismatic, most of the time his actions are also solved by brute force over wit. Macer’s anger has gotten to him on more than one occasion. Fortunately, the court magician granted him a magic mace to conjure images that he could bash to work out his aggression.

Plot Hooks

  1. Adventurers may hear Macer herald a message for the local aristocracy.
  2. Macer may hire a group of adventurers because he is worried that there may be a coup happening soon.
  3. Adventurers may be invited to the aristocracy’s house for an important meeting and may run into Macer at the event.



Tyno Mala

human with short brown hair & Van Dyke beard, red beret, glasses, light green tunic, feather in ear, crow on shoulder, holding a gray book, leaning on lute

Tyno Mala (Bard/Warlock)

Medium/Humanoid (Human), Neutral

Cisgender Man, He/Him

Armor Class: 13

Hit Points: 87

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

 

Skills: Animal Handling +6, Arcana +9, Athletics +5, History +5, Insight +10, Investigation +5, Persuasion +7, Survival +6

Senses: Passive Perception 14

Languages: Common, Dwarvish, Infernal

Challenge: 12

Abilities

Spellcasting. Mala is a 7th level (Bard) and 5th level (Warlock) spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following Bard/Warlock spells prepared:

Cantrips (at will): Chill Touch (W), Eldritch Blast (W), Mage Hand (B), Message (B), Minor Illusion (W), Vicious Mockery (B)
1st Level (4 slots): Charm Person (W), Detect Magic (B), Feather Fall (B), Find Familiar (W), Hellish Rebuke (W), Thunderwave (B)
2nd Level (3 slots): Enhance Ability (B), Hold Person (B), Mirror Image (W), Ray of Enfeeblement (W), See Invisibility (B)
3rd Level (3 slots/2 Warlock slots): Bestow Curse (B), Fear (B) , Gaseous Form (W), Major Image (W), Stinking Cloud (B), Tiny Hut (B)
4th Level (1 slot): Confusion (Spell) (B), Polymorph (B)

Bardic Inspiration. As a bonus action, a creature (other than himself) within 60 ft. that can hear him gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. He can use this feature three times. He regains any expended uses when he finishes a long rest.

Counter Charm. As an action, he can perform until the end of his next turn. During that time, he and any friendly creatures within 30 ft. that can hear him gain advantage on saving throws against being frightened or charmed.

Cutting Words. As a reaction when a creature (that’s not immune to being charmed) he can see within 60 ft. makes an attack roll, ability check, or damage roll, he can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature’s roll. He can do so after the roll but before knowing the result.

Dark One’s Blessing. When he reduces a hostile creature to 0 HP, he gains 8 temp HP.

Dark One’s Own Luck. He can call on his patron to alter fate in his favor. When he makes an ability check or a saving throw, he can use this feature to add a d10 to his roll. He can do so after seeing the initial roll but before any of the roll’s effects occur. Once he uses this feature, he can’t use it again until he finishes a short or long rest.

Jack of All Trades. He can add half his proficiency bonus, rounded down, to any ability check he makes that doesn’t already include his proficiency bonus.

Pact of the Chain. He learned the Find Familiar spell; it doesn’t count against his number of known spells, and he can cast it as a ritual. His familiar can take on a more powerful form, and when he takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack with its reaction.

Repelling Blast. When he hits a creature with Eldritch Blast, he can push the creature up to 10 feet away from him in a straight line.

Song of Rest. If he or any friendly creatures who can hear his performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Voice of the Chain Master. He can communicate telepathically with his familiar, perceive through its senses, and speak through it in his own voice as long as he is on the same plane of existence.

Traits

Attention Difference [IE 1, Triggered by strenuous physical or mental effort].  He has trouble choosing subjects to focus on and switching between them. His mind unintentionally wanders, and he easily loses track of time. This leads to difficulties concentrating and indecision. This works the opposite when he’s focused on something that holds his interest to the point that the rest of the world fades into the background. This can happen randomly with mundane tasks and often it is easier to maintain his focus on tasks that are enjoyable or interesting to him.

When anticipating an important upcoming event, he must succeed on a DC 7 Constitution saving throw. Failure indicates that he’s distracted by that event as above until it begins.

When performing any sustained, potentially monotonous task, he must succeed on a DC 9 Constitution saving throw. Failure indicates that he’s been distracted —on all related skill checks take twenty percent times as long to complete. While distracted, he has a +1 on passive Wisdom (Perception) checks. On success, he becomes hyperfocused and has advantage on all related skill checks. While hyperfocused, he has a −1 penalty to passive Wisdom (Perception).

Baseless Emotion (Hopelessness) [IE 3, Periodic]. He has the overwhelming feeling that his circumstances will only get worse, either his immediate circumstances or his entire life or both (and which of those doesn’t matter). While experiencing this, he loses advantage on all ability checks.

Baseless Emotion (Worrying) [IE 2, Periodic]. He has an overwhelming fear of the future, both near and distant. He has a −2 penalty on saving throws against the frightened condition and a −2 penalty to Charisma (Persuasion) checks as his own doubt makes him less convincing to others.

Brain Fog [IE 2, Periodic by strenuous mental effort]. He experiences mental fatigue that affects his memory, ability to concentrate and think clearly, and focus. He has a −2 penalty to concentration saving throws, and when he needs to make an Intelligence check to remember something, he has a −2 penalty to the check unless he takes three times as long to think about it.

Dizziness [IE 2, Triggered by strenuous physical or mental effort or sudden unexpected movements]. He loses his sense of balance and equilibrium and experiences a −2 penalty on Dexterity (Acrobatics) and Strength (Athletics) checks, requiring a successful DC 12 Constitution saving throw while prone to recover from the dizziness. This saving throw can be made once per round at the beginning of his turn. The saving throw can be made while not prone but with disadvantage. A critical failure results in Fainting, leaving him unconscious until he succeeds on the Constitution saving throw.

Fatigue [IE 2, Chronic and Triggered by strenuous physical or mental effort]. He is nearly always tired. After every long rest, he must either succeed on a DC 10 Constitution saving throw, or he does not benefit from the rest or take 1 level of exhaustion during the duration, regardless of the amount of rest he gets. Spending an entire day resting will automatically give him advantage on the Constitution saving throw.

Head and Neck Pain [IE 3, Chronic]. He experiences chronic pain in his head or neck. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 13 Constitution saving throw per round to maintain concentration. In the presence of bright light or loud noise, he makes the roll with disadvantage. Because he’s used to managing pain, even though this doesn’t reduce the experience of pain, he has a +3 bonus to saving throws against psychic damage.

Refractive Differences (Near-sightedness) [IE 2, Chronic]. The farther away things get, the blurrier they get. He has a −2 penalty on attack rolls and Wisdom (Perception) checks to see any details farther than 50 − 2 × 10 feet as well as other ranged actions such as jumping or throwing.

Speech Impediments [IE 1, Periodic and Triggered by Fatigue]. He has difficulty speaking, talking more slowly and stuttering. This gives him a −1 penalty to all speech-related roles, and he must modify spells with verbal components to work within his verbal range, so he cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into his spellbook as usual.

Vertigo [IE 1, Triggered by strenuous physical or mental effort or sudden unexpected movements]. He feels dizzy, lightheaded, and nauseated, unable to easily orient himself in space. He has a −1 penalty on all Dexterity checks and saving throws, including initiative and Dexterity-based attack rolls, until he takes a short rest. He feels Nausea and will vomit if he fails a DC 9 Constitution saving throw, which will leave him incapacitated for 1d4 rounds. If this is a triggered trait, quick movement and stress are common causes.

Actions

Longsword +1. Melee Weapon: +6 to hit, 5 ft., single opponent. Hit: 6 (1d8 + 2) or 7 (1d10 + 2) slashing damage, versatile.

Eldritch Blast. Ranged Spell Attack: +7, 120 ft., multiple targets. Hit: 8 (1d10 + 3) force damage.

Assistive Devices

Spectacles (Vision Correcting). These spectacles reduce the Impact Extent of Refractive Differences by 1.

Cane. Reduces the associated Impact Extent penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance.

Theodore’s Staff of Focus

Wondrous Item, very rare

Smooth and generally featureless, this unassuming staff, carved from an ancient oak struck by lightning, may be lost in a pile of mundane staves were it not for the soft blue glow given off when whoever is attuned to it searches for it. It is said the staff was carved by the Archmage Theodore when he was just an apprentice, and he continued to carry it on his person throughout his life. Every practice spell, every new enchantment, every new insight — all were first tested on this staff which slowly grew in power alongside its master. The staff gives you +2 to Attention Difference Constitution saving throws, resistance to being charmed, and mind-altering magic such as the Confusion (Spell) spell. You have advantage to disbelieve illusions. When the staff moves further than 50 feet from you, you must succeed on a DC 10 Wisdom saving throw every minute or take 1d10 psychic damage, and if you are a spellcaster, you cannot maintain concentration and are unable to regain spells, even after a long rest, until recovering the staff. While thus separated, you feel the general direction of the staff’s location if it’s on the same plane. To become unattuned to the staff, you must hold it and receive a Remove Curse or equivalent spell.

Durstain's Bracers of Equilibrium

Wondrous Item, common

These studded leather bracers with sea stones near the wrists reduce the IE of Dizziness by 1 Extent while worn. Three times per day, you may press the sea stone into your wrist for 1 round to reduce Dizziness by an additional Extent for 1 minute. They must be removed to receive the benefits of a short or long rest and take 3 rounds to strap on or remove. When removed, you must lie prone for (IE) rounds or faint as described above.

Mala’s Migraine Mints

Wondrous Item, common

Usually found in a red and white striped pouch that stays perpetually cool (60°F) inside with 3d6 doses, when you eat one of these mints, your head pain reduces by 2 Impact Extents for 1d4 + 2 hours.

Background

Tyno Mala was born to the wealthy Tyno family of a well-respected adventurer and barkeep. Being the eldest of his siblings, Mala was groomed to follow in his father’s footsteps as a warrior and knight. However, one day while training, a blow to the head changed his life. Bedridden, he was overcome by nausea and a ringing in his head. It took months of treatment by the best healers and sages for Mala to be able to leave his bed. During this time, trapped in his thoughts, the boy heard whispers from the dark. He realized that he’d been hearing these voices for a long time, but not until the extended rest could he finally understand them. Doubt and ruin festered, echoing in the confines of his brain. To fight his inner demons, Mala turned to the magic of poetry. Through the written word, Mala was able to quell the worst of these thoughts, though they continued to linger in the back of his mind.

Once healthy enough to return to the greater world, Mala had lost much of his confidence in his athletic ability. Instead of pursuing the sword, as his father had, he instead turned to a bard college where he could cultivate his mind. Poetry, written word, and the oral histories of the world captivated him. Though Mala still struggled with nausea, migraines, and lapses in memory, with the support of professors and peers, he was able to develop tools that allowed him to engage deeply in his work. Further accidents happened while at the college, leading to more time spent with the healers. This led to much frustration as Mala took longer at his education than he would have wanted, leading to a deepening sense of despair at his own ability to move through the world.

Mala eventually took the Wanderer’s Oath, officially traveling the countryside in pursuit of new knowledge for the college’s libraries. Secretly, he sought a cure-all for his maladies. He was still struggling with accepting his disabilities, even though the time before them had become barely a glimmer of a memory. In his quest for magical items, remedies, and lore, he became known as a folk hero of sorts both as an entertainer and fighter even as he began to regain his self-confidence and adapt to his circumstances.

All it took was one more accident – a glancing blow by a vengeful dragonborn barbarian – to send Mala spiraling back down. Those withering seeds of resentment bloomed once again, their thorns scarring his heart and mind. Overcome by his injuries, Mala retreated into himself and was out of contact for a period of time. His fate unknown to all, rumors spread about his possible demise. A year later, he returned to the world at large, changed once more, smiling, pleasant, and in many ways similar to what he had been prior to the last accident. He had come to accept his circumstances. However, behind his eyes, a new darkness lingers, and he is now accompanied by a large raven familiar on his shoulder, always looking for something or someone, though he will not say for which.

Personality

Mala is of two minds. Externally, he presents as a fast talking, thoughtful, jovial person that is enjoyable to be around. Those who know him at a glance value him for his quick wit and ability to create thoughtful plans. However, those who might know him better, though this is few, would know inside he struggles with dread and extreme doubt about his own abilities. When Mala becomes trapped in his own internal world, he can become closed off, irritable, and lack any motivation. He enjoys puzzles, word play, poetry, books, and seeing exciting new things. An empathetic and kind person, he sometimes falls shy of his aspirations in this department.

Plot Hooks

  1. The party needs support in solving a problem and could benefit from a quick thinker.
  2. The party needs some secret knowledge that has been difficult to track down.
  3. The party runs into Mala as he confronts the person he has always been looking for; however, they are unclear who the victim is in this case.



Yodin

elderly human with short gray hair and beard, dressed in a blue il-fitting patched suit, fur earmuffs, left shoe untied, playing a violin, purple lights near the tip of the bow

Yodin (Bard)

Medium Humanoid (Human), Chaotic Good

Cisgender man (he/him)

Armor Class: 13

Hit Points: 22

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 14 (+2) 16 (+3) 16 (+3) 16 (+3) 18 (+4)

Skills: Acrobatics +4, Deception +6, History +5, Performance +6, Persuasion +6

Senses: Passive Perception 14

Languages: Common, Elvish, Common Sign Language

Challenge: 2

Abilities

Spellcasting. Yodin is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following Bard spells prepared:

Cantrips (at will): Minor Illusion, Prestidigitation

1st Level (3 slots): Charm Person, Disguise Self, Healing Word, Hideous Laughter, Sleep

Bardic Inspiration. As a bonus action, a creature (other than himself) within 60 ft. that can hear him gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. He can use this feature four times. He regains any expended uses when he finishes a long rest.

Song of Rest. If he or any friendly creatures who can hear his performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Traits

Social Interaction Difference [IE 2, Chronic]. Yodin has trouble interpreting the social aspects of language, both verbal and non-verbal, and the feelings being conveyed. He has a −2 penalty on Charisma (Persuasion) and Charisma (Deception) and Wisdom (Insight) checks. He can use Masking to mitigate these effects.

Hyperacusis [IE 3, Chronic]. Yodin has extremely sensitive hearing but cannot filter out loud noises. He has a bonus of +3 on Wisdom (Perception) checks that rely on hearing faint sounds but a −3 penalty on saving throws against loud noises, and noises as loud as a crowded tavern or city marketplace are unbearable, requiring a successful DC 11 Wisdom saving throw (or higher for louder noises) every minute or act as if frightened until away from the noise.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Assistive Device

Muffs of Mercy (Sense Processing Difference)

Wondrous Item, common

These soft goose-feathered earmuffs, when worn, give you advantage on saving throws against all sound-based attacks but disadvantage on Wisdom (Perception) checks against those making Dexterity (Stealth) checks against you.

Background

Yodin is an adventurer of old and an accomplished Bard. He retired from adventuring with his wife, May, to have a family. He never expected to settle down but was very glad to make that choice. The kids have moved away and have families of their own now, and his wife died three years ago during a harsh winter. His wife’s sister, Miriam, and her husband, Andre, who is Deaf, run the local tavern. Yodin spends a lot of his time in the tavern, communicating via sign language mostly, because it reminds him of his time adventuring and brings him a little closer to his deceased wife. Yodin longs to return to the adventuring days of youth but struggles to fit in with the younger adventurers.

Yodin feels like he does not know how to be an adventurer anymore, as the times have changed since he used to travel the world. He also worries that others would not take him seriously anymore if he tried to go out on adventures. He is attempting to “re-learn” his Bardic skills after they fell into disuse during his domesticated years. Yodin also gets anxious when he tries to talk about wanting to go out on adventures again, but Miriam and Andre want him to do whatever would make him happy.

Personality

Yodin is an old, shuffling man, often confused as the town drunk. He has a personality that means well, but it does not always translate well with other people. He rarely holds eye contact and always wears earmuffs/warmers. Yodin has difficulty socializing with others. He tends to stay in a quiet corner of the tavern by himself, but doesn’t drink. He simply enjoys the company and people watching. He does his best to maintain peace and harmony with all. He smiles weakly, heavily burdened with grief and loneliness. Yodin mumbles to himself quietly. He is a quietly spoken individual in general. He does enjoy making a quiet joke to the table; however, it is usually a joke no one hears and is usually past the point in the conversation that would make sense.

Plot Hooks

  1. The adventurers may enter a tavern and encounter Yodin, the bard who has many things named after him.
  2. The adventurers may be requested to help Yodin figure out what that new and annoying sound is in the village. No one believes what Yodin is saying because they do not hear it, but Yodin insists on the issue.
  3. Yodin may request the adventurers to go on a small adventure with them because he wants to shake loose some of the bardic cobwebs he is experiencing.