Vistrau

Niightingvale

Info


Created
2 years, 4 months ago
Creator
Niightingvale
Favorites
1

Profile


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Name
Vistrau Quill

Gender
Genderfluid, He/Him

Species
Air Genasi

Age
25

Height
5'9"

Weight
115 lbs

Orientation
Gay

Personality Type
ENFJ-A

Zodiac Sign
Libra

Theme / Playlist

HTML

Overview


"A quote from your character can go here."

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Include a paragraph or two about your character. Try to convey the information that someone would receive upon first meeting them, or information you absolutely want people to know about your character at a first glance.

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STRENGTH

12 (+1)

DEXTERITY

18 (+4)

CONSTITUTION

14 (+2)


INTELLIGENCE

17 (+3)

WISDOM

12 (+1)

CHARISMA

18 (+4)


DESIGN NOTES

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Character


Personality

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Traits

  • Trait Number 1
  • Trait Number 2
  • Trait Number 3
  • Trait Number 4

Flaws

  • Flaw Number 1
  • Flaw Number 2
  • Flaw Number 3
  • Flaw Number 4

Likes

  • Like Number 1
  • Like Number 2
  • Like Number 3
  • Like Number 4

Dislikes

  • Dislike Number 1
  • Dislike Number 2
  • Dislike Number 3
  • Dislike Number 4

Trivia

  • Trivia fact about your character 1
  • Trivia fact about your character 2
  • Trivia fact about your character 3
  • Trivia fact about your character 4
  • Trivia fact about your character 5

Demeanor

  • INTROVERT EXTROVERT
  • ACTIVE PASSIVE
  • CONFIDENT WARY
  • APATHETIC EMPATHETIC
  • LOGICAL EMOTIONAL

Character Inventory

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Item Name [ Item Type ]

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Item Name [ Item Type ]

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Item Name [ Item Type ]

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Magic


BARD - COLLEGE OF GLAMOUR

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The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.


BARDIC INSPIRATION [ 1st Level ]

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

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

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

When Vistrau gives another creature Bardic Inspiration, a handful of small amber lights that resemble fireflies float around the creature until they utilize the Bardic Inspiration die.



JACK OF ALL TRADES [ 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 [ 2nd Level ]

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, 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.



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 that 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.

Whenever Vistrau utilizes this ability, magical vines that appear to be an autumn hue of orangey-yellows creep around his forearms and shins.



EXPERTISE [ 3rd Level ]

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

For Vistrau, these are Arcana and Perception.



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 talks to it, and it hinders anyone who opposes you, although it avoids 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.



SPELLBOOK

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LIGHT [ Cantrip ]

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.



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MAGE HAND [ Cantrip ]

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.



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MENDING [ Cantrip ]

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

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.



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CURE WOUNDS [ 1st Level ]

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.



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DETECT MAGIC [ 1st Level ]

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



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DISSONANT WHISPERS [ 1st Level ]

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

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.



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MAGE ARMOR [ 1st Level ]

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.



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CONDUCT METAL [ 2nd Level ]

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You strip the object of its electrons, turning it into a super-charged conductor. Any creature in physical contact with the object takes 2d8 lightning damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

This is a re-skin of the spell "Heat Metal".



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DETECT THOUGHTS [ 2nd Level ]

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.



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GUST OF WIND [ 2nd Level ]

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.



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LESSER RESTORATION [ 2nd Level ]

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.




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LEVITATE [ 2nd Level ]

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.



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MISTY STEP [ 2nd Level ]

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.





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NATHAIR'S MISCHIEF [ 2nd Level ]

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischevious Surge Table:

1: The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.

2: Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.

3: Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.

4: Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.



Story


Early Life

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Adolescence

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Adulthood

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Current Events

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Relationships


Party Members

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"BIG" [ Fellow Party Member ]
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One of the first Party members that Vistrau met whilst being transported across Oraillia, Vistrau has generally conflicting feelings regarding Big. On the one hand, they seem very capable, and willing to help out some of the smaller Party members. On the other, Vistrau isn't too fond of the idea of murder, and feels as though Big harbors a harsher opinion of Valamir than the Tiefling deserves.

The two had a bonding moment, in Vistrau's opinion, where the two worked together to help finalize Big's Arcane Focus they had been working on for a few days.



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FROST [ Fellow Party Member ]
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The other Party member that Vistrau had met whilst being transported across Oraillia, Vistrau sees Frost's silence less uncomfortable and more welcome, surprisingly. He does wish that the Tiefling made a bit more effort to be social, but he understands where he believes Frost may come from. The two disagree on whether or not murder is okay, but Frost has more or less worked along with Vistrau's efforts thus far without complaint.

Vistrau hasn't had a moment to bond with Frost proper yet, but of the Party members, Vistrau is possibly the most comfortable around him as far as Frost's general disposition for the majority of the time.



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KUCHINASHI [ Fellow Party Member ]
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Another fellow Party member, Vistrau met Kuchinashi as they were led into the Colliseum. Vistrau sees Kuchinashi as a bit more unhinged and drama-loving, somewhat reminding him of people he knew back home. An accidental wake-up action has led to an embarrassing re-occuring accusation that Vistrau feels somewhat exasperated by. Regardless, Kuchinashi is entertaining to watch get into debates -- as long as nobody's life is on the line.

While the two haven't had a proper bonding moment yet, Vistrau did re-braid Kuchinashi's hair and carry him to bed after a particularly rough arena fight.



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QLOU [ Fellow Party Member ]
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The final member of the Party, Vistrau met Qlou as they were entering the Coliseum. In Vistrau's opinion, Qlou seems rather flighty -- and not simply because he's an Owlfolk. Based on what he's gathered, Vistrau believes Qlou to be a child or close to it, and has made an effort to help keep him calm. His latest stunt with attacking an Oraillian Guard as a 'diversion' was incredibly frustrating for him, but he doesn't hold it against Qlou.

While not a proper bonding moment, Vistrau has picked Qlou up and held him to help ease the small Owlfolk out of an anxiety attack. Due to experience, he has some familiarity with preening, and utilized that to assist.



Positive Relationships

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NIM [ relationship ]
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Another member of their group, Vistrau met Nim at the same time as some of the others. Vistrau has noticed Nim's narcoleptic tendencies, as well as his vast magical capabilities. Vistrau thinks his art is interesting and beautiful. Current circumstances have him worried about Nim, but the Party can't exactly get to him at the current moment. Something about Nim does feel familiar, though. Vistrau just can't put his finger on what.



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ARTHUR QUILL [ Father ]
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Vistrau's father that he cares very dearly for. Vistrau learned much of his magic from Arthur, and seeks to make him proud. Circumstances have led him from home, and he desprately desires to return home and see Arthur again.



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PERCIVAL "PERCY" QUILL [ Older Brother ]
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Vistrau's older brother and somewhat mentor, Vistrau spent much of his teenage years following Percy around in hopes of picking up experience from him, as well as getting Percy to hang out with him. The two have a very friendly relationship despite the age gap between the two of them. Percy was the last person Vistrau spoke to from his Hometown before circumstances prompted his departure, and he hopes to hear from him again soon.



Neutral Relationships

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VALAMIR [ Boss??? ]
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Despite being the Tiefling who purchased Vistrau and the other Party members off the Oraillian slave trade, Vistrau doesn't really think he puts off the vibes of a slave owner. If anything, he puts off more "mildly entitled rich boy" vibes. Vistrau isn't intimidated by him, and considers the situation the Party has with Valamir a best-case scenario.

He does think Valamir gets a bit too bad of a rap from some of the other Party members. That being said, he doesn't think Valamir deserves being worshipped either. All in all he sees Valamir as kind of just "a guy", or their "boss" in loose terms. Recent events, however, are extremely concerning, and Vistrau isn't sure how to feel. Especially since he had been defending Valamir in regards to Big's aggression.



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OZYMUNDIAS "OZY" [ Aquaintances ]
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A Tabaxi the Party met while in the Coliseum, Vistrau doesn't quite know what to think of Ozy. Vistrau has seen a sample of his magic capability, as well as the hoard of mushrooms that Ozy had grown when the Party first arrived. However, cryptic statements offered by Ozy have left Vistrau wondering what all the Tabaxi might know. His disappearance was brought to Vistrau's attention by Big, which worries Vistrau.



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Name Here [ relationship ]
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Describe your character's relationship to this character in a short paragraph or two here.



Negative Relationships

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ASPEN [ Ex-Boyfriend ]
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Vistrau has a drastically negative view on Aspen as of current due to the circumstances of which Vistrau left him. New wounds hurt worse, and all that. Beyond just that, Vistrau finds his lack of work ethic and general apathy frustrating, but understands that such things are common where he was raised. Maybe after some time, once Vistrau's personal quest is complete, he would be willing to entertain the idea of being on speaking terms with Aspen again. However, he would never get into a relationship with him again.



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Name Here [ relationship ]
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Describe your character's relationship to this character in a short paragraph or two here.



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Name Here [ relationship ]
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Organizations

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Name Here [ Ranking ]

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Additionally, if your character has any particular duties within the organization, include them here as well.



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Name Here [ Ranking ]

Provide a description of the organization your character belongs to here.

Additionally, if your character has any particular duties within the organization, include them here as well.



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Name Here [ Ranking ]

Provide a description of the organization your character belongs to here.

Additionally, if your character has any particular duties within the organization, include them here as well.