Curse of Strahd
Cheerful, charismatic entertainer and self-proclaimed sex symbol fighting for justice and stuff!
CG Male Half-Elf
23 years old
Speed: 30 ft.
- Scimitar of Speed + 10 (1d6+6 slashing damage) – plus bonus attack
- Sunsword + 10 (1d8+6 radiant damage +1d8 vs. Undead)
- Silvered Shortsword + 8 (1d6+4 piercing damage) – Off-Hand, plus bonus attack
- Shortsword + 8/+ 6 (1d6+4 piercing damage)
- Bullwhip + 8 (1d4+4 piercing damage plus it’s a whip)
- Silvered Hand Crossbow + 8 (1d6+4 piercing damage)
- Vicious Mockery: Target must make a Wisdom save or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
ABILITY SCORES/SAVING THROWS
- Strength: 12 (+1)
- Dexterity: 19 (+ 4/+8)
- Constitution: 11 (+0)
- Intelligence: 15 (+2)
- Wisdom: 10 (+0)
- Charisma: 20 (+ 5/+9)
- Acrobatics: +12
- Stealth: +7
- Arcana: +10
- History: +6
- Deception: +9
- Performance: +14
- Persuasion: +13
- Disguise Kit, Ukulele, Violin, Singing, Guitar, Piano
- Inspiration (1d10): As a bonus action, choose one creature within 60 feet that you can see and who can hear you. Once within the next 10 minutes, the creature can add +1d10 to any d20 roll that they make. You can use Inspiration a number of times per day equal to your Charisma modifier.
- Font of Inspiration: You regain all expended uses of Inspiration after a Short or Long rest.
- Dual Wielder (Feat): +1 AC while wielding a weapon in each hand; use two weapons even when one weapon isn’t light; draw both weapons at once.
- Jack of All Trades: Add half your proficiency bonus to any skill you’re untrained in.
- Song of Rest: During a Long or Short Rest, make a DC 10 Performance check. If successful, all people who hear the song regain +1d8 HP.
- Expertise: Double the proficiency bonus for Performance, Persuasion, Arcana and Acrobatics.
- Countercharm: You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
- Magical Secrets: You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. The chosen spells count as Bard spells for you.
COLLEGE OF VALOR
- Bonus Proficiencies: You gain proficiency in Medium Armor, Shields and Martial Weapons.
- Combat Inspiration: Those you grant inspiration to can add it to their damage rolls made with a weapon attack. Alternatively, you can use a reaction to reduce the opposing attack roll by way of an Inspiration die.
- Extra Attack: You can attack twice on a full attack action.
- Dos Lute: You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes a target to become charmed on a failed save, the targets have disadvantage to such saves. This effect applies whether you are using the instrument as the source of the spell of a spellcasting focus.
Spells: Fly, Invisibility, Levitate, Protection from Evil & Good, Animal Friendship, Protection from Energy (Fire Only), Protection from Poison
- Scimitar of Speed: You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
- Sunsword: The ancient blade that once belonged to Sergei von Zarovich. It is a well-crafted longsword with a blade of platinum. As a bonus action, it becomes a +2 weapon with the finesse property. The weapon’s damage is radiant damage instead of slashing damage and it deals an extra +2d8 radiant against undead. When facing Strahd von Zarovich, it deals +2d10 damage instead. The sword is sentient, has a CG alignment and an Intelligence of 11.
- Cantrips: Vicious Mockery, Minor Illusion, Message, Prestidigitation
- 1st Level: (4/day) Charm Person, Dissonant Whispers, Thunderwave, Witchbolt
- 2nd Level: (3/day) Shatter
- 3rd Level: (3/day) Sending, Leomund’s Tiny Hut, Hypnotic Pattern
- 4th Level: (3/day) Confusion, Locate Creature, Ice Storm
- 5th Level: (2/day) Geas, Dominate Person, Teleportation Circle
This cheerful half-elf is tall and wiry, with dark, bushy hair and a boyish face despite his defined jaw and three days’ stubble. He walks with a spring in his step and a big smile. He wears a bright blue tunic with a soft, orange jacket and patchwork trousers. He has a small ukulele on his back and a pair of small blades sheathed at his side.
Varric is cheerful and optimistic with a headstrong, never-say-die attitude. He takes everything in stride and nothing seems to dampen his spirits, and he tries his best to keep those around him smiling.
He first met Elizabeth when he happened upon two thugs trying to mug her. Clad only in a bathrobe, boxers and slippers, he leapt off a balcony to her defense and it was this surprisingly selfish act that later earned him a spot on her team. Varric is determined to do his best to make sure Elizabeth doesn’t regret the choice.
Varric tends to spend his downtime playing music, making friends and generally being sociable and indeed, he has been fairly popular regardless of where they go. He’s a hopeless romantic and he has his eye on many fair maidens throughout the land, though his employer/teammate hasn’t failed to escape his notice.
His adopted father was a halfling freedom fighter who taught him that all people deserve freedom and that tyrants must be brought down. Varric was the first to volunteer to help Elizabeth take down Strahd and he will stand with her to the end.
Varric is surprisingly competent in combat, as it was he who killed a Dretch with his twin blades or when he deftly lept atop the demon Oberys during their battle with him. His natural charisma lets him haggle with even the most stubborn of shopkeeps. As things start to get bleaker, Varric’s optimism might just be their most potent weapon.