Amaranthea Dawnweaver (Level 20 Elf Bard)

Ancestry: Kal'dorei (Elf)Culture: High Elf / MagocracyBackground: Monster HunterDestiny: Slayer / Revenge (Current)

Strength
8
-1
Dexterity
16
+3
Constitution
14
+2
Intelligence
12
+1
Wisdom
16
+3
Charisma
22
+6
Proficiency
+6
Bonus
Initiative
+3
Bonus
Max HP
143
Size MediumMovement 30 ft.

Languages: Culture: Common, Darnassian, Draconic | Background: Thallasian, Thieves Cant
Senses: Darkvision 60 ft.

Ancestry Features

Speed. 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Shadowmeld. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Keen Senses. Proficiency in the Insight skill.
Mask of the Wild (Major)
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Paragon Trait:
Magic Resistance: You have Advantage on saving throws against spells and other magical effects.

Culture Features

Cantrip (Major)
You know one cantrip of your choice from the wizard spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).
Elder Knowledge (Major)
Whenever you make an Intelligence check related to spells or magic items, you are considered proficient in the chosen skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Magocracy Cultural Training (Minor)
Living in a society where magic is commonplace breeds a certain kind of person. Choose two of the following options:
  • You have proficiency with herbalism kits.
  • You can read, speak, and write Draconic

Background Feature

Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Destiny Features: Slayer and Revenge

Source of Inspiration:

War of Attrition. You gain Inspiration whenever you strike a blow against an especially powerful creature related to your destiny (but not necessarily your specific destined foe). Examples include forcing a powerful enemy's retreat, obtaining an item important to their defeat, get significant insight into their location or intentions, or defeating one of their trusted lieutenants.

Served Cold. You draw inspiration from the wails of those who have wronged you. You gain inspiration whenever you outwit a foe. Examples include successfully attack a surprised opponent, lead a foe into a prepared trap, trick an enemy into harming themself or greatly benefiting you.

Inspiration Feature:

Slayer's Tenacity. Fighting the creatures of darkness grants you uncommon fortitude to fight through debilitating effects that would incapacitate lesser folk. At the beginning of your turn, you can spend an Inspiration to suppress the effects of the Blinded, Charmed, Chilled, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Slowed, and Stunned conditions, as well as any negative effects from fatigue and strife, until the end of your turn.

Cloak and Dagger. You know how to avert suspicion when danger closes in. Whenever you or an ally you can see fail a Sleight of Hand or Stealth check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.

Fulfillment Feature:

Ender of Legends. Choose a creature type (Dragons). Creatures of the chosen type have one less Legendary Resistance while they are in combat with you.

Supernatural Gifts

Wyrm-Blessed

Either via blessings, proximity, or birthright, you have been changed by exposure to the awesome power of dragons, granting you the following benefits:

  • Elemental Infusion. As a Bonus Action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this Bonus Action, you can't do so again until you finish a long rest.
  • Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your Reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this Reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Reactive Resistance. When you take acid, cold, fire, lightning, or poison damge, you can use your Reaction to give yourself resistance to that instance of damage. You can use this Reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Proficiencies

Proficiency Sources
Ancestry: Insight
Culture: Convince, Herbalism Kit
Background: Investigation
Intelligence Bonus: Animal Handling
Bard Class: Dexterity/Intelligence, Deception, Streetwise, Society, Oration, Composition, Calligrapher Supplies
Expertise: Insight, Investigation, Streetwise, Society
Natural Talent:Herbalism Kit (Herbal Apothecary)
Feats: Convince (Everyone's Friend), Deception (Actor), Disguise Kit (Actor)
Downtime/Other: Calligrapher Supplies
Saving Throws
Strength-1
Dexterity+9
Charisma+6
Constitution+2
Intelligence+7
Wisdom+3
Skills (Jack of All Trades)
Animal HandlingInsight (Cha)Precision
ArcanaInvestigation (Cha)Religion
AthleticsLeadershipResilience
ConvinceMedicineSociety
DeceptionNatureStealth
DrivePerceptionStreetwise
Tools & Arts
Artisan: Calligraphy Tools
Frontier: Herbalism Kit
Roguish: Disguise Kit
Performing: Oration, Composition
Weapons: Martial Weapons, Medium Armor, and Shields


Class Features

!!! Bard (College of Whispers) 20

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 see or hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next hour, 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 Spellcasting 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.

Classical Archetype - Scoundrel

  • Cutting Words. You learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself succeeds on an Ability Check, Attack Roll, or Saving Throw, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll, potentially turning it into a failure. Alternatively, you can use this ability to reduce a Damage Roll by the amount rolled. You can then deal psychic damage to that creature equal to the number rolled on the Bardic Inspiration die plus your spellcasting ability modifier.
  • Jack of All Trades. You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
  • Expertise.
    • Investigation
    • Insight
    • Society
    • Streetwise
  • Natural Talent.
    • Loremaster of Creatures (Wizard)
    • The Pen's Companion (Bard)
    • Herbal Apothecary (Druid)
    • Multi-Faceted (Bard)

Bardic Speciality

  • Oration. When you grant Bardic Inspiration, you can expend additional Bardic Inspirations to grant them to additional creatures within range up to half your proficiency bonus.
    • Improved Oration. When you grant Bardic Inspiration, you may also use your Battle Hymn using the same bonus action.
  • Compositions. If you are within 5 feet of a creature when you grant them Bardic Inspiration, you may do so in the form of a piece of writing. If you do, the Bardic Inspiration lasts until it is used or until you finish a long rest. (Multi-Faceted)

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases by 1d6 for every two levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Font of Inspiration

You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

  • Improved Font of Inspiration: When a creature uses your Bardic Inspiration on a d20 test and fails, they do not expend the Bardic Inspiration.
  • Superior Font of Inspiration:The heights of your bardic prowess allow you to ride the highs and lows of life to keep the show going. When you or a creature you can see within 60 feet rolls a 1 or a 20 on a d20 Test, you regain one expended use of your bardic inspiration. If the creature is an ally other than you, you can spend your Reaction to grant them the bardic inspiration instead, even if you have no expended uses of your bardic inspiration.

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shielded Mind

Also at 6th level, you have steeled your mind against intrusive magic. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your Creature Type. Additionally, creatures can telepathically communicate with you only if you allow it.

Battle Hymn

You gain the ability to use musical notes or words of power to influence the battlefield in myriad ways. As a bonus action, you can start one of the following performances that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you gain a benefit based on the battle hymn being performed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Power Ballad. You tell a tale of heroic might. Creatures affected by this performance have advantage on Strength saving throws.
Agile Anthem. You weave a story of incredible swiftness. Creatures affected by this performance have advantage on Dexterity saving throws.
Drinking Song. You sing a shanty of unending endurance. Creatures affected by this performance have advantage on Constitution saving throws.
Reasoned Refrain. You discharge a sonnet of logic and reason. Creatures affected by this performance have advantage on Intelligence saving throws.
Mindful Melody. You present a production of bravery and sagacity. Creatures affected by this performance have advantage on Wisdom saving throws.
Existential Encore. You spin an otherworldly tale of the nature of existence. Creatures affected by this performance have advantage on Charisma saving throws.

Renaissance Man

Your broad expertise gives you access to a wide variety of talents. Choose one of the following options. Whenever you learn a new bard Adventuring Trick or replace an existing one, you can choose from the adventuring talents of the classes associated with your choice, using your Bard levels as levels in the class for the purpose of fulfilling prerequisites.

  • Art of Esoterica. Warlock.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.

Showstopper - Scoundrel

You always know how to bring encounters to their climactic finales. When activating a Limit Break, you can expend any number of Bardic Inspirations instead of Willpower.

Additionally, you gain access to a special Limit Break, based on your Classical Archetype:
Encore. You or a creature within range of your Bardic Inspiration who can see or hear you immediately gains the benefits of a Short Rest.

Feats

Talents

Adventuring Tricks: 6Natural Talent: 4Feats: 2

Adventuring Tricks (6)

Bewitching Companion (Bard)

You have advantage on Charisma checks made against creatures you have travelled with for at least a number of days equal to 7 - your proficiency bonus.

Eyes of the Rune Keeper (Warlock)

You can read all writing. This ability doesn't decode secret messages in a text; you read the surface meaning and must rely on other capabilities to decode something.

Gaze of Two Minds (Warlock)

You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space.

Improvisation (Bard)

Prerequisite: 7th level, Battle Hymn
If you used your action to perform a Battle Hymn on your last turn, you can use your bonus action to weave a second Battle Hymn into your first and maintain both until the end of your next turn. You can maintain this Improvised Battle Hymn on subsequent turns, but if you ever use your bonus action for anything else, the Improvised Battle Hymn is lost.

Mystic Resonance (Bard)

Prerequisite: 9th level
When you or a companion that can hear you casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.

Master of Myriad Forms (Warlock)

Prerequisite: 15th level
As an Bonus Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. You can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your ancestry. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use a Bonus Action to revert to your true form or until you die.

Natural Talent (4)

Multi-Faceted (Bard)

Choose a second option from the Bardic Speciality class feature. You gain the benefits from it, but not from its Improved Bardic Speciality, and you cannot use them both at the same time. (Composition)

The Pen's Companion (Bard)

You gain proficiency with martial weapons and medium armor and shields. If you are already proficient with one or the other, you learn a first degree maneuver of your choice from any school for each one. You may use either of these maneuvers without spending focus a number of times equal to your spellcasting ability modifier equal, and you regain these uses when you finish a long rest.

Cavalier Stance 1st degree Cavalry bonus action (stance) While you maintain this stance, your mount’s AC increases by an amount equal to your proficiency bonus while you are riding it.

Herbal Apothecary (Druid)

You gain proficiency with the herbalism kit. If you are already proficient in it, you gain expertise instead. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.

Loremaster of Creatures (Wizard)

When you choose this study, choose one creature type:dragons. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know the creature’s CR (if it has one) and what the creature is, and you have advantage on Intelligence checks to recall information, myths, and legends that are related to that creature.

Feats (2)

Truthseeker (Paladin)

You gain proficiency in the Insight skill. If you are already proficient in it, you may instead choose to use Charisma when making Insight checks.

Inquisitor (Paladin)

You gain proficiency in the Investigation skill. If you already have it, you can instead choose to use your Charisma when making Investigation checks.

Maneuvers

1st Degree Maneuvers

Cavalier StanceFree once a day1st degree Cavalry bonus action (stance)
While you maintain this stance, your mount’s AC increases by an amount equal to your proficiency bonus while you are riding it.

Spells

Total Mana: 44Casting Stat: CharismaSpell DC: 20

Open Spells

Cantrips

1st-Level Spells

Reserved

2nd-Level Spells

Reserved

3rd-Level Spells

Reserved

4th-Level Spells

Reserved

5th-Level Spells

Reserved

Notable Items

Weapons & Armor

Show Items

Shu'Finel, Final Burden, Dragonlance +3

Attack: +15Damage: 1d12 + 9 piercing damage

Weapon, Legendary You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon also can be used with Rockbiter.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.

Lance Notes: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Shield of the Cavalier (Attunement II)

Armor (Shield), Very Rare (Requires Attunement)

While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.

The Shield has the following additional properties that you can use while holding it.

Forceful Bash . When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.

Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.

Dragon Scale Mail (Attunement II)

Armor (Scale Mail), Very Rare (Requires Attunement)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to fire damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn.

Accessories

Show Items

Cavalier Hat of the Pyroclasm (Attunement II)

Legendary (Requires Attunement) This wide-brimmed hat is for more than just show. Sporting a phoenix feather and a stylish design, it holds a powerful enchantment within it

While you are attuned to this hat while wearing it, you gain the following benefits:

  • The hat cannot be removed from you unwillingly while you are conscious.
  • You take no damage from falling.
  • As a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 30 feet of yourself, reappearing in a puff of shimmering clouds. Creatures of your choice within 10 feet of the space you appeared in or disappeared in take 1d10 fire damage.
  • Alternatively, you can teleport 60 feet and deal 2d10 fire damage. After you do, you cannot teleport using the hat again for 1 minute.

Alternatively, you can teleport 500 feet and deal 4d10 fire damage. After you do, you cannot teleport using the hat again until the next dawn.

Pyroclastic Form. As an action, you can invoke the feather's power to take a form of ash and ember. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).

While in cloud form, you have a flying speed of 60 feet, resistance to bludgeoning, piercing, and slashing damage, and immunity to fire damage.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Obsidian Pen

Wonderous Item, Uncommon

This pen is tipped with an obsidian nib and requires no ink to write. You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with a Dragonsworn mark.

Any creature with a Dragonsworn mark can use an action to touch the invisible writing, making it visible to all.

If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.

Wand of Shift Pigment

Wand, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the shift pigment spell from it. The wand regains 1d3 expended charges daily at dawn.

Sending Stone

While you touch the stone, you can use an Action to cast the sending spell from it. The target is the bearer of one of the other attuned stones. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stone, it can't be used again until the next dawn.

Mount Gear

Show Items

Black Dragon Scale Barding (Attunement II to Mount)

Armor (Scale Mail), Very Rare (Requires Attunement)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to fire damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn.

Saddle of the Cavalier

Wonderous Item, Uncommon This saddle confers the following benefits while you are seated in it and astride a mount.

Protected Mount. Attack rolls against the mount have Disadvantage.

Secure Rider. You can't be dismounted against your will. This property is suppressed while you have the Incapacitated condition.

Hippogryph Shoes of Speed

Wonderous Item, Very Rare

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.