Nolai Ramsdaughter Kanresilartona | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Nolai Ramsdaughter Kanresilartona

Medium Goliath, Divine Soul Sorcerer, Eloquence Bard, Outlander, Chief, Chaotic Neutral

Armor Class 21 (Half plate & +2 Shield)
Hit Points 88 (9d6+3d8+36)
Speed: 30 ft

STR

14
( +2 )

DEX

14
( +2 )

CON

16
( +3 )

INT

14
( +2 )

WIS

12
( +1 )

CHA

20
( +5 )

Saving Throws Con +7, Cha +9
Skills Athletics +6, Deception +13, Insight +5, Intimidation +9, Persuasion +13, Survival +5, Drums, Horns
Damage Resistances Cold
Languages You can speak, read, and write Common, Celestial and Giant
Challenge Rating 12
Proficiency Bonus +4

Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Charisma is your spellcasting ability for your sorcerer & bard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer or bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 17   Spell attack modifier = your proficiency bonus + your Charisma modifier = +9   Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your sorcerer spells. You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.   Cantrips. Booming Blade, Prestidigitation, Message, Guidance, Thaumaturgy, Fire Bolt, Light   1st Level (4). Bane, Chaos Bolt, Feather Fall, Shield, Dissonant Whispers, Faerie Fire, Tasha's Hideous Laughter, Silvery Barbs   2nd Level (3). Heat Metal, Skywrite, Prayer of Healing, Spiritual Weapon, Hold Person,    3rd Level (3). Counterspell, Thunder Step   4th Level (3). Raulothim's Psychic Lance, Banishment   5th Level (2). Teleportation Circle   6th Level (1).


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Mountain Born. You naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.   Sorcery Points. You have 9 sorcery points. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.   Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.   Metamagic. You gain the ability to twist your spells to suit your needs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  Magical Guidance. You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.   Favored by the Gods. Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.   Empowered Healing. The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.   Jack of All Trades. 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. 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.   Silver Tongue. You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.   War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.   Special Items. Staff of Charming, Icon of Memnor, Half-Plate of Cold Resistance, +2 Shield, Boots of the Vigilant, Bag of Holding

Actions

Staff of Charming. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Bonus Actions

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 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 5 times. You regain any expended uses when you finish a long rest.   Magical Inspiration. If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.   Unsettling Words. You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Reactions

Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Created by

Noble 7.

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