Endless, Nameless Normally, the hypnotic rhythm of Durza's dancing would put the skald into a trance like state and soothe his troubled soul, but not tonight. The cool night air, the heat of the crowd, and the knowledge of things to come coalesced into a rushing river of emotions. Lofwyr was riding the waves of energy. His heart hammered in time with the dancer's steps and at that moment he felt weightless, euphoric.
She twisted, turned, and burned a path back onto the stage all whilst lighting up the sky above. Now it was his turn, Lofwyr stepped forward with his old mountain dulcimer and his chiseled chin held high.
Traditionally, the dulcimer is played on one's lap or a low table, that is the way the Skald learned but he is all about breaking traditions. He holds it vertically, high and close to his chest, near his heart, with his left hand on the neck to work the frets much like Spyder and his lutes. Lofwyr plucked out a slow tune on the melody string with his thumb. Gradually, he brought in the other three strings building the tempo smiling at the screaming Meemaws who rushed to the front row. His strumming settled into an easy rhythm as words came to him from somewhere deep inside. Lofwyr wasn't much of a vocalist with his low gravelly voice but these words seemed important and would not be held back.
"This is the end, beautiful friends. The end.
This is the end, where have we been? The end." The skald struck a power chord and launched headlong into an impromptu spoken word verse. He called out loud and clear, a godbourne voice echoed over the masses.
"A band woke up in a basement, they needed a heart to open the door. So they jumped down a well. Down in the dark, they met a demilich, and they walked on down the hall." He was not playing the dulcimer now, rather his arms were outstretched beckoning the crowd. Snorkberth crouched behind him and kept time by pounding the wooden stage with great hairy fists.
"They met a washed-up diva and a band of brutal bugbear mercs. The Slashers said 'Haters stand aside or we're going to kill you now.' Gods were toppled. And they walked on down the hall." Lofwyr smiled wickedly as he started strumming and picked up the rhythm again.
He turned away from the crowd as he played and faced Baron de Boom. Tears who would not be denied burst forth as emotions other than fury washed over the Skald. His voice broke slightly as he sang.
"This is the end, beautiful friend, the end.
I hope to look into your eyes again."
He strummed out a chord with familiar aggression as he sang the last word and turned around with a glistening face and poured everything into his dulcimer. Fingers flew and plucked like a panicked cat scrambling up a tree to escape a savage dog. His hands seemed to move on their own across the four strings building to a crescendo as a low growl rose from his heaving chest. Snorkberth danced wildly across the stage. Spinning, leaping, and pounding on the ground as if he was a direct conduit for Lofwyr's mental state.
The skald played a frantic solo like a man drowning in a sea of feelings, and in a sense that's exactly what was happening. His dulcimer Prestidigitation! appeared to burst into flames but he played through the rage. "It's all for the music!"
When all felt like it would break and send everything crashing down, he let loose a primal scream. Snorkberth tore his armor off and flung it into the crowd howling along with the Bardbarian. Sweating and shaking like at the end of a battle frenzy, Lofwyr settled into a diminuendo passage and slowly backed away giving the stage to his friends.
Actions & Stats
Saving throws:
Free action: Performance: 16
Move:
Action: Prestidigitating flames on his dulcimer/ playing his heart out
Reaction:
Bonus Action:
Condition: Shroom Boon: May cast ANIMAL FRIENDSHIP once for free within 1 day
Exhaustion: 1 level
Concentrating: Enhance Ability:
Advantage on charisma rolls Eagle's Splendor on Baron and Jane
|Fallen Aasimar Bardbarian(Valor-Berserker)|Level 7|
Lofwyr Sheet
HP: 59/59 |
AC: 16
Passives: Perception:13| Investigation: 11| Insight: 13
Spells:
Level 1: [X][ ][ ][ ]
Level 2: [X][ ][ ]
Level 3: [X][ ]
Bardic Inspiration: 1d8 [X][X][X][X]
Rage: [X][ ][ ]
Skills: Athletics +8, Insight +3, Intimidation +10, Nature +3, Perception +3, Deception/Performance/Persuasion +5
Abilities/Features: Bonus Action, Duration 1 minute(10 rounds)
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action. Rage ,
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus. Unarmored Defense ,
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn. Reckless Attack ,
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. Danger Sense ,
Bous Action: While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. Frenzy , Jack of All Trades,
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. Song of Rest ,
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Combat Inspiration
Boons of Celestial Blood: Darkvision,
You have resistance to necrotic damage and radiant damage. Celestial Resistance ,
1 Action
Once per long rest as an action, touch a creature and restore 7 hit points. Healinh Hands ,
You know the light cantrip Light Bearer ,
1 Action
Once per long rest as an action, you can transform, causing all within 10 ft. to make a CHA saving throw (DC 14) or be frightened of you until the end of your next turn. This lasts for 1 minute or until you end it as a bonus action. Once on your turn you can have one attack or spell deal 7 points of extra necrotic damage to one target. Necrotic Shroud
Weapons: Dagger, Battleaxe
Equipment: Iridescent insectoid shield
Attuned: --
Spell Info: CHA|DC 15|Attack Bonus +7
Cantrips: [c]Casting Time: 1 action
Range/Area: Touch/20ft.
Components: V, M(a firefly or phosphorescent moss)
Duration: 1 hour
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.[/c] Light ,
[c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/c] Prestidigitation ,
[c]Casting Time: 1 action
Range/Area: 5ft.
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).[/c] Thunderclap ,
[c]Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Attack/Save:WIS 15
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).[/c] Viscious Mockery
1st Level: [c]Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/c] Bane ,
[c]Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
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.[/c] Dissonant Whispers ,
[c]Casting Time: 1 action
Range/Area: 90ft./20ft.
Components: V, S, M(a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.[/c] Sleep ,
[c]Casting Time: 1 action
Range/Area: Self/15ft.
Components: V, S
Duration: Instantaneous
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st..[/c] Thunderwave
2nd Level: [c]Casting Time: 1 action
Range/Area: Self/10ft.
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind..[/c] Warding Wind ,
[c]Casting Time: 1 action
Range/Area: Touch
Components: V, S, M(fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.[/c] Enhance Ability ,
[c]Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(a piece of iron and a flame)
Duration: Concentration, up to 1 minute
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 cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire 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.[/c] Heat Metal
Third Level: [c]Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: WIS 15
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.[/c] Bestow Curse ,
[c]Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: INT 15
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.[/c] Enemies Abound
Carrying for the party: A snazzy pink bag containing Raph the dead turtle of dread darkness and also, the soul-crushingly dark existential dread of the relentless marching of time towards the meaningless and inevitable death of all things.
__________________
He/Him
Want to see some Spelljamming ? Join me and the other Astral Agents as jbear plots a course through Wildspace! roleINC on YouTube .
Last edited by AnotherDragoon; Apr 30th, 2021 at 06:12 PM .