Spell Sovereign

Landau Carmycal's page

91 posts. Alias of Jubal Breakbottle.


Race

| Active:

Classes/Levels

Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

Gender

Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0

About Landau Carmycal

Age 23 Height 5-ft, 7-in Weight 130 lb.
Hair black Eyes gray

APPEARANCE:
Landau Carmycal’s long straight black hair avoids his obvious Elven ears. A trimmed black goatee shows his Human heritage. A leather case covering an obvious lute and backpack slung over his shoulders announce his bardic profession. Common clothes and leather armor suggest a lack of prosperity. A rapier and a dagger ornament his belt, which only means that he can afford weapons.

Landau has an easy, rakish smile and a thin, lanky build of someone who is a stranger to physical effort.

PERSONALITY:
Personality Traits
1. I see omens in every event and action. The factions try to speak to us, we just need to listen
2. I am tolerant of other factions and respect the work of other factions.

Ideal = Change We must help bring about the changes the Harpers are constantly working in the world.

Bond I owe my life to the Harper who got me into the college.

Flaw I put too much trust in those who wield power within the Harpers's hierarchy.

BACKGROUND:
Landau Carmycal grew up in Silverymoon the only child to a single human mother who was both beautiful and musically gifted. Those talents attracted an Elven father who created Landau.

Landau grew up in the attic of an inn where his mother worked. She, the innkeeper’s family and couple other ladies kept the rooms and served meals. Occasionally, his mother would perform for extra coin, but it made her extremely sad. Singing reminded her of Landau’s father who left without returning before Landau was born.

The old lute hung above the fireplace. As soon as, Landau could climb and get it down, he picked at it. The young half-elf was fascinated with the sounds. His natural ear tuned the lute and allowed him to learn to play songs that he had heard. At an early age, he replaced his mother entertaining the guests of the inn. At first, he became locally famous as a child prodigy.

The Harpers secretly recruited Landau during his childhood and secured an apprenticeship in the renowned College of Fochlucan. After graduation, they sent him to the Keep in the Borderlands. He’s just arrived.

Race Half-elf
Class Bard 3
Background Faction Agent: Harpers
Alignment Chaotic Good
Gender Male

Initiative +4 Senses Perception +3, Darkvision 60 ft

==DEFENSE==
AC 16 (12 armor +4 Dex)
HP 24 = 8 +5 +5 +3x(+2 Con)
Strength -1, Dexterity +6, Constitution +2
Intelligence -1, Wisdom +1, Charisma +6
Armor Studded Leather Armor
Defensive Abilities

==OFFENSE==
Speed 30 ft
Melee Rapier +6 (1d8+4) Piercing
Ranged Dagger +6 (1d4+4) Piercing, Thrown (20/60)
Ranged Heavy Crossbow +6 (1d10+4) Piercing, Loading (100/400)
Special Attacks
- Two weapon fighting: bonus action to attack with second weapon without ability to damage

==STATISTICS==
Str 8, Dex 18, Con 14, Int 8, Wis 12, Cha 18
Proficiency +2

==PROFICIENCIES ==
Half-Elf – Perception, Athletics
Half-Elf languages – speak, read, and write Common, Elvish & 2 more.
Bard – Light armor
Bard – Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Bard – Deception, Performance & Persuasion
Bard – Lute, Longhorn & Songhorn
Faction Agent – Insight & Investigation & 2 more languages

==SKILLS==
+1 Athletics (2 proficiency -1 Str)
+6 Deception (2 proficiency +4 Cha)
+3 Insight (2 proficiency +1 Wis)
+3 Investigation (2x2 proficiency -1 Int)
+5 Perception (2x2 proficiency +1 Wis)
+6 Performance (2 proficiency +4 Cha)
+6 Persuasion (2 proficiency +4 Cha)

Languages Common, Elvish, Goblin, Orc, Giant, Sylvan

==ABILITIES ==
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Bardic Inspiration: 4/day 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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level.

* Combat Inspiration: Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Feature = Safe Haven: Harpers As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

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 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 1d 10 at 13th level, and to 1d 12 at 17th level.

Expertise (Investigation & Perception): At 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.

Bonus Proficiencies: When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

==SPELL CASTING ==
DC 14 = 8 +2 Proficiency +4 Cha

Spells = 1st level 4/day & 2nd level 2/day

Spells Known = 5 Cure Wounds (aVS), Dissonant Whispers (aV), Faerie Fire (aVc), Sleep (aVSM – bit of sand), Tasha’s Hideous Laughter (aVSMc - tarts), Suggestion (aVM – oil)

Cantrips = 2 Minor Illusion (SM – bit of fleece), Vicious Mockery (V)

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells.

== EQUIPMENT ==
Worn
Common clothes – 3 lb.
Studded Leather armor – 13 lb.
Heavy Crossbow – 18 lb.
Case of bolts - 2.5 lb.
Rapier – 4 lb.
Dagger – 1 lb.
Lute – 2 lb.
Songhorn - 1 lb. (2 gp)
Pouch (12 gp & 3 sp) – 1 lb.
• bit of fleece & sand
• bit of honeycomb

Entertainer’s backpack – 5 lb.
- Bedroll – 7 lb.
- Costumes (2) – 8 lb.
- Candles (5)
- Mess kit – 1 lb. (2 sp)
- Tinderbox – 1 lb. (5 sp)
- 5 days of rations – 10 lb.
- Waterskin – 5 lb.
- Disguise kit – 3 lb.
---- Emblem of the Harpers
---- Code-book

Worn load 84.5 lb.

Carrying Capacity: Str x15 = 105 lb.