Aunyffyn Zauvirr

sleepynebby

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2 years, 7 months ago
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sleepynebby
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Note for later

Add the +2 Rapier (Dancing Sword) to their equipment

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Name Aunyffyn Zauvirr Alignment True Neutral
Class Bard (College of Glamour) Race Drow (Dark Elf)
Background Entertainer Level 4
Gender Agender Pronouns They/Them

"Let's just get straight to the point."

Aunyffyn Zauvirr is the self proclaimed leader of the Moonshards party, and is currently 193 years old. They are currently alive, but have experienced several close calls throughout the adventure.

Aunyffyn is naturally an introvert, but falls under the belief that any attention is good attention. They constantly want eyes on them, regardless of whether those gazes are judgemental or not. However, they do have a soft spot for smiling faces, and performs for the sake of others' happiness. Though, they are a firm believer in an eye for an eye, and Aunyffyn will often dish out whatever they take.

They are very brutally honest to the point of bothering others with their bluntness. Aunyffyn is very up-front about their feelings (usually negative) and is condescending towards those they find annoying. However, they also show deep levels of respect for those who have caught their eye, especially due to noble deeds or interesting stories. As a result, one might find that it's a complete coin toss as to what Aunyffyn may say about you.

Aunyffyn is also of slightly above-average intelligence and wisdom. As such, Aunyffyn is perceptive of people around them; analytical and constantly thinking, even in bouts of intense emotion.

PERSONALITY

I love a good insult, even one directed at me, but I get bitter if I'm not the center of attention.

IDEALS

Creativity. The world is in need of new ideas and bold action.

BONDS

I want to be famous, whatever it takes.
I would do anything for the other members of my old troupe.

FLAWS

I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

Proficiency Bonus +2 Passive Wisdom 13
Speed 30 ft. Armour Class 13 (14)
Hit Points 27 Temporary Hit Points 00
Hit Dice 4d8 Inspiration +0

STRENGTH

+1

12

  • +1 Saving Throw
  • +2 Athletics

DEXTERITY

+3

16

  • +5 Saving Throw
  • +5 Acrobatics
  • +4 Slight of Hand
  • +5 Stealth

CONSTITUTION

+1

13

  • +1 Saving Throw

INTELLIGENCE

+1

12

  • +1 Saving Throw
  • +2 Arcana
  • +2 History
  • +2 Investigation
  • +2 Nature
  • +2 Religion

WISDOM

+1

12

  • +1 Saving Throw
  • +2 Animal Handling
  • +2 Insight
  • +2 Medicine
  • +5 Perception
  • +2 Survival

CHARISMA

+4

18

  • +6 Saving Throw
  • +8 Deception
  • +6 Intimidation
  • +6 Performance
  • +5 Persuasion

PROFICIENCIES
Languages
  • Elvish
  • Common
Armour
  • Light Armor
Weapons
  • Simple Weapons
  • Rapiers
  • Shortswords
  • Longswords
  • Hand Crossbows
Other
  • Viol
  • Flute
  • Bagpipes
  • Drum
  • Disguise Kit

Superior Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Fey Ancestry

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

Trance

Elves 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.

Drow Magic

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training

You have proficiency with rapiers, shortswords, and hand crossbows.

By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Bardic Inspiration

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

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points 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.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Entralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

ATTACKS

Rapier +5 1d8+3 Piercing
Dagger +5 1d4+3 Piercing
Vicious Mockery +6 1d4 Psychic
Dissonant Whispers +6 3d6 Psychic
Cloud of Daggers -- 4d4 Slashing

SPELLCASTING

SPELLCASTING CLASS

Bard

SPELLCASTING ABILITY

CHA

SPELL SAVE DC

14

SPELLCASTING BONUS

+6

0 CANTRIPS

Dancing Lights (1/day)

Mage Hand

Minor Illusion

Vicious Mockery

LEVEL 1 SPELLS

SLOTS 4

Faerie Fire (1/day)

Detect Magic

Dissonant Whispers

Feather Fall

Silent Image

LEVEL 2 SPELLS

SLOTS 3

Blindness/Deafness

Cloud of Daggers

Invisibility

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