Marisha Veilbreaker Character in Braythe: Shattered Realities | World Anvil

Marisha Veilbreaker

Champion of Ashandri

Champion of Ashandri Marisha Veilbreaker (a.k.a. The Paragon)

If there is one word that describes Marisha Veilbreaker, it is Hope. Facing an insane dragon god, seeing one of her best friends die as he was about to save the world, Marisha could only think of one thing. "There still has to be another chance." And she was right about it! The experienced Halfling bard is someone who just never gives up, either through sheer force of will, or because she comes up with a new and creative solution. She also knows how to work well with others, and heavily relies on her trusted companions and allies.   As Virthys was torn apart by the ravaging Zathruax, she was already a famous and powerful adventurer. Her home was Delvaroth, one of the regions she managed to save and attach to the world-isle of Ashandri. Her new residence, The Void Fortress, is at the very edge of Delvaroth, close to the world-chain leading to Va'Laeth.   Although many probably would have accepted her rule over Ashandri, Marisha Veilbreaker only sees herself as a protector and defender of her world. Free will is one of her greatest ideals, and unless the world itself is in danger, or something could initiate an era of darkness and evil for the entire world, she will not intervene in the life of Ashandri's inhabitants.  

Marisha Veilbreaker as an NPC in your game

  As long as the characters don't have an evil alignment or have been heavily misled, they will most probably not face Ashandri's champion as an enemy. If they do, remember she is a highly experienced adventurer that has fought in many battles. She has a great tactical and strategic knowledge, and uses her ressources and abilities creatively. She is usually accompanied by allies and friends, and rarely appears without her magical dragon companion (at least ready to be summoned). But she also takes her responsibility for Ashandri serious: She knows that if she dies, her entire world dies. So even when her close friends or allies are at risk of death, she will retreat if necessary.   More probably, though, the adventurers will meet Marisha in the context of a quest they have taken on. Even if she does not approach the adventurers directly, her allies and companions might do it on her request. For a very high level group, she might become a temporary companion to defeat an epic foe that endangers all of Ashandri.   Where to meet Marisha Veilbreaker   Marisha Veilbreaker sees herself as a protector of Ashandri. With the armies of Va'Laeth having invaded her world-island two times already, and agents of their neighboring world regularly trying to sneak in via the world-chain, her main task is patrolling the area around the Void Fortress including the chain itself.   She regularly meets with her advisors and allies in the fortress, travels the chains or the surrounding lands of Delvaroth, and organizes missions to solve problems in other areas of Ashandri. Occasionally, she travels to other Regions of Ashandri, usually using some way of teleportation. The Void Fortress is rumoured to have some permanent teleporation circles leading to several secured locations all over the world.   Property and equipment   During the creation of Ashandri, Marisha created the Void Fortress out of the land itself, and noone has questioned that this place is hers now. Aside from having her own fortress, when rescuing Delvaroth, Marisha also saved her own properties acquired through decades of adventuring. These treasures became even bigger through the spoils of war when Va'Laeth attacked twice. Aside from that, she can get many items necessary for a specific mission through her allies and supporters.   Abbreviated biography   Marisha was born and raised in Delvaroth, back when it was still part of the world of Virthys. Her parents, Luyana and Creag Veilbreaker, were retired adventurers. During her entire childhood and youth, Marisha heard stories of the great endeavours of her parents. She learned fighting from her father, and casting spells from her mother. Her love for music and art, though, was something that she found all on her own.   Short after her 20th birthday, an old childhood friend, Shadar Khuravi, approached her. The Tiefling was hunted by a religious zealot trying to eradicate all fiendish offspring in Delvaroth. Together, they found out that the hunter was part of a bigger secret organization, The Holy Purge - and the two friends managed to expose them and kill their leaders.   This was the beginning of a long adventuring career, in which the halfling bard fought beasts, powerful undead and powerhungry mages, explored ruins and made friends with a family of golden dragons.  

Quick NPC stat block

  (See below for full character sheet)  

B:SR Core Setting

Marisha Veilbreaker (Quick NPC Stat Block) CR: 30

Small humanoid, chaotic good
Armor Class: 21
Hit Points: 492 (80d8+132)
Speed: 50 ft

STR

12 +1

DEX

14 +2

CON

12 +1

INT

14 +2

WIS

14 +2

CHA

21 +5

Skills: Acrobatics +16, Arcana +22, Insight +22, Intimidation +21, Perception +16, Performance +27, Persuasion +27, Survival +13
Damage Immunities: poison
Senses: passive Perception: 18
Languages: Common, Halfling, Sylvan
Challenge Rating: 30

Marisha Veilbreaker is a 20th-level spellcaster. Her spellcasting ability is Charisma (save DC 22, +11 to hit with spell attacks). She knows the following bard spells:  

  • Cantrips (at will): Mage Hand, Mending, Prestidigitation, True Strike
  • 1st level (4 slots): Comprehend Languages, Cure Wounds, Heroism, Identify, Thunderwave
  • 2nd level (3 slots): Invisibility, Shatter
  • 3rd level (3 slots): Dispel Magic, Glyph of Warding, Hypnotic Pattern, Stinking Cloud
  • 4th level (3 slots): Dimension Door, Greater Invisibility
  • 5th level (3 slots): Geas, Hold Monster, Legend Lore, Planar Binding, Teleportation Circle
  • 6th level (2 slots): Mass Suggestion
  • 7th level (2 slots): Arcane Sword, Mirage Arcane, Project Image, Symbol, Teleport
  • 8th level (1 slot): Power Word Stun
  • 9th level (1 slot): Foresight, Meteor Swarm, Prismatic Wall, Time Stop


Lucky. When Marisha rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.   Brave. Marisha has advantage on saving throws against being frightened.   Halfling Nimbleness. Marisha can move through the space of any creature that is of a size larger than hers.   Naturally Stealthy. Marisha can attempt to hide even when she is obscured only by a creature that is at least one size larger than her.   Bardic Inspiration: Marisha can inspire others through stirring words or music. To do so, she uses a bonus action on her turn to choose one creature other than herself within 60 feet of her who can hear her. 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. Marisha can use this feature four times. She regains any expended uses when she finishes a short or long rest. When Marisha rolls Initiative and has no uses of Bardic Inspiration left, she regains one use.   Ritual Casting: Marisha can cast any bard spell she knows as a ritual if that spell has the ritual tag.   Jack of all Trades: Marisha can add 3 points (half her proficiency bonus) to any ability check she makes that doesn’t already include her proficiency bonus.   Song of Rest: Marisha can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her 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.   Countercharm: Marisha has the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an Action, she can start a Performance that lasts until the end of her next turn. During that time, she and any friendly Creatures within 30 feet of her have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear Marisha to gain this benefit. The Performance ends early if she is Incapacitated or silenced or if she voluntarily ends it (no Action required).   Cutting Words: Marisha has learned how to use her wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that she can see within 60 feet of her makes an Attack roll, an ability check, or a damage roll, she can use her Reaction to expend one of her uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. She can choose to use this feature after the creature makes its roll, but before the creature deals its damage. The creature is immune if it can’t hear her or if it’s immune to being Charmed.   Peerless Skill: When Marisha makes an ability check, she can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to her ability check. She can choose to do so after she rolls the die for the ability check.   Immunities: All champions are immune to aging, disease, poison and any kind of mind-affecting spells.   Danger sense: Champions have a special connection to their world, making them sensitive to danger. That does not make them clairvoyant, but they do get a feeling of where they should take a closer look (or send someone there). This ability works even if a champion leaves his or her world.   Increased life force: The champions tap into the life force of their world-island, quadrupling their hit points. This includes future increases after becoming a champion, but no temporary increases from spells or spell-like effects.   Increased speed: The speed of a champion doubles.   Legendary Resistance (3/day): If a champion fails a saving throw, he or she can choose to succeed instead.  

Artifacts

  The Circlet of the Little Princess: This is a hand-crafted magical item created by her friend Charryn, who died during the apocalypse. In its front center, the circlet is emblazoned with the beautiful Gem of Taraki, an ancient artifact. Whenever the wearer is first attacked in a battle, the gem automatically (as a reaction) creates an effect similar to a Resilient Sphere spell, with the difference that it only blocks anything from coming in, not from going out. This means that the wearer can attack normally. The sphere exists for one minute and then vanishes. The circlet itself also grants a +3 bonus to AC. Due to the power of the gem, the Circlet of the Little Princess is immune to the effect of the Dispel Magic spell and other antimagic effects. Destroying the artifact with regular means is nearly impossible, and would require a complex (and pretty much unknown, except for Marisha herself) arcane ritual.   The Wand of Dessaroth: This is a unique item that was granted to her as a gift. She once saved the son of an ancient golden dragon (it's said that the younger dragon still lives in Carivar). The mother, Dessaroth, died, but transferred her soul into the wand. Now, Marisha - and only she - can summon Dessaroth in her original ancient dragon form once per day for 8 hours.   The Pendant of the Crow Spirit: This is a gift she received after creating Ashandri, from a nature spirit in the Spirit Fields. It has all the properties of a Ring of Mind Shielding, but is immune to Dispel Magic and other antimagic effects. If her physical body dies and her soul is transported into the pendant, the item grows to the size of a fully grown crow. The silver bird is protected by a Globe of Invulnerability for ten minutes, is immune to non-magical attacks and has 100 hit points. Marisha can flee from a scene as the crow, but will still need to be regularly resurrected afterwards. As long as her soul resides in the pendant, or she is resurrected, Ashandri continues to exist.

Actions

Multiattack. Marisha Veilbreaker makes four attacks with her longsword.   Longsword+3 (One-Handed, wearing the Belt of Giant Strength). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (1d8+11) slashing damage.   Longsword+3 (Two-Handed, wearing the Belt of Giant Strength). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (1d10+11) slashing damage.

Legendary Actions

Divine Word, Dominate Monster, Imprisonment

Lair Actions

Lair actions: Every Braythian champion has special powers tied to his or her world. In that context, their world-island is considered the champion's lair. This extends to the first two chain-links of the attached world-chains. At initiative order 20, a paragon can use one lair action option. He or she can only use one lair action per round. As these actions greatly improve their chance of survival, most champions prefer to stay "at home".   Lair action - Instant Rest: Three times a day, a champion can use an Instant Rest as a lair action. This power grants the same effects as a long rest - but instantly.   Lair action - Champion's Call: Once a day, a paragon can send out a mental call for help in a five mile radius. The champion can transmit a message with up to five words. Any sentient creature that inhabits the champion's world-island (but no visitors from other worlds) can hear the call, understanding the message in their native language. For the next ten minutes, they will know exactly where the champion is. This does not force them to come for help, but many will.

The world of Ashandri is treated as Marisha Veilbreaker's lair in context of her lair actions.

Personality Characteristics

Motivation

The protection of Ashandri and its inhabitants is Marisha's main motivation. She also tries to foster goodness, freedom and peace in her world, but she does not want to become the ruler of Ashandri, and usually doesn't interfere in people's daily lifes. This doesn't mean she's turning a blind eye on evil, but prefers to give hints and impulses to other people (sometimes through allies or by planting clues somewhere), instead of getting involved herself.

Social

Family Ties

Marisha's parents fought in a battle against one of Zathruax' dragon armies during the apocalypse. Her father died, but her mother returned - and managed to make it back to Delvaroth. She lives under a false name in Firesight, living a simple life there.   One of Marisha's cousins from her father's side, Vilbur Veilbreaker, also survived, and now serves as a warrior in the Voidguard, a militia voluntarily patrolling the lands in the vicinity of the Void Fortress. He is a regular rank and file soldier, but meets Marisha occasionally.

Religious Views

"The gods didn't save us. Without them, none of this mess would ever have happened. Many good people would still be alive. The gods? I tolerate them, nothing more."
Character Location
Current Location
The Void Fortress
View Character Profile
Alignment
Chaotic Good
Current Location
Species
Age
41
Date of Birth
6th Meca, 3158 of the Virthys Calendar
Birthplace
Delvaroth
Children
Current Residence
The Void Fortress
Gender
Female
Eyes
Violet (green before she became a champion)
Hair
Blonde
Skin Tone/Pigmentation
White with a few freckles
Height
0,95 meters (3′1 in feet/inches)
Weight
20 kg (44 lbs)
Quotes & Catchphrases
  • "It never matters who started a war. Everyone involved suffers. The best way to handle a war is to end it as quickly as possible - even at the loss of justice."
  • "We've all gone through hell. Let's not stay there."
Ruled Locations


Cover image: by Rebecca Lavoie
Character Portrait image: Marisha Veilbreaker by Rebecca Lavoie

Marisha Veilbreaker

20 Level (450000/355000 XP for level-up) Hero of the Apocalypse Background Lightfoot Halfling Race / Species / Heritage Chaotic Good Alignment
Bard
Level 20
Hit Dice: 20/20
1d8+1 Class 1

STR
12
+1
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
14
+2
CHA
21
+5
492
Hit Points
+5
Initiative (DEX)
21
Armor Class (AC)
+6
Prof. Bonus
50
Speed (walk/run/fly)
4 / 4
Bardic Inspiration
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+1 Strength
+8 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+11 Charisma
saving throws
+16 Acrobatics DEX
+7 Animal Handling WIS
+22 Arcana INT
+12 Athletics STR
+12 Deception CHA
+7 History INT
+22 Insight WIS
+21 Intimidation CHA
+7 Investigation INT
skills
+7 Medicine WIS
+7 Nature INT
+16 Perception WIS
+27 Performance CHA
+27 Persuasion CHA
+10 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+13 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +3 (One-Handed, wearing the Belt of Giant Strength) +17 STR 1d8+10+1 Slashing
Longsword +3 (Two-Handed, wearing the Belt of Giant Strength) +17 STR 1d10+10+1 Slashing
Attacks

Spell Book

This is her regular equipment when going on a mission.

A pouch with 100 gold pieces and a collection of gems worth 3.000 gold pieces

Bag of Holding
Leather armor+3
Belt of Giant Strength: Cloud Giant (Strength 27)
Boots of Elvenkind
Bowl of Commanding Water Elementals
Brooch of Shielding
Cloak of Protection
Gloves of Missile Snaring
Ioun Stone of Greater Absorption
Ioun Stone of Protection
Long Sword+3
Ring of Feather Falling

Artifacts (for details see "Notes"):
Circlet of the Little Princess
Wand of Dessaroth
Pendant of the Crow Spirit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Halfling, Sylvan
Proficiencies: Light Armor, Longsword, Rapier, Shortsword, Simple weapons
Tool Proficiencies: Air Vehicles, Lute, Lyre, Drum

Languages & Proficiencies
I believe that everyone is worth saving, even if it's not always possible.

I always keep an eye out for danger - to me or to others.

Personality Traits
Life. All living things have a worth of their own. (Good)

Ideals
I have seen the world burn. I have learned to appreciate the land on which I live, and will protect it and its inhabitants.

Bonds
For me, the battle for survival never ended. I constantly look for danger, and even seek it actively.

Flaws
The Circlet of the Little Princess is a hand-crafted magical item created by her friend Charryn, who died during the apocalypse. In its front center, the circlet is emblazoned with the beautiful Gem of Taraki, an ancient artifact. Whenever the wearer is first attacked in a battle, the gem automatically (as a reaction) creates an effect similar to a Resilient Sphere spell, with the difference that it only blocks anything from coming in, not from going out. This means that the wearer can attack normally. The sphere exists for one minute and then vanishes. The circlet itself also grants a +3 bonus to AC. Due to the power of the gem, the Circlet of the Little Princess is immune to the effect of the Dispel Magic spell and other antimagic effects. Destroying the artifact with regular means is nearly impossible, and would require a complex (and pretty much unknown, except for Marisha herself) arcane ritual.

The Wand of Dessaroth is a unique item that was granted to her as a gift. She once saved the son of an ancient golden dragon (it's said that the younger dragon still lives in Carivar). The mother, Dessaroth, died, but transferred her soul into the wand. Now, Marisha - and only she - can summon Dessaroth in her original ancient dragon form once per day for 8 hours.

The Pendant of the Crow Spirit is a gift she received after creating Ashandri, from a nature spirit in the Spirit Fields. It has all the properties of a Ring of Mind Shielding, but is immune to Dispel Magic and other antimagic effects. If her physical body dies and her soul is transported into the pendant, the item grows to the size of a fully grown crow. The silver bird is protected by a Globe of Invulnerability for ten minutes, is immune to non-magical attacks and has 100 hit points. Marisha can flee from a scene as the crow, but will still need to be regularly resurrected afterwards. As long as her soul resides in the pendant, or she is resurrected, Ashandri continues to exist.

Notes
Immunities: All champions are immune to aging, disease, poison and any kind of mind-affecting spells.

Danger sense: Champions have a special connection to their world, making them sensitive to danger. That does not make them clairvoyant, but they do get a feeling of where they should take a closer look (or send someone there). This ability works even if a champion leaves his or her world.

Increased life force: The champions tap into the life force of their world-island, quadrupling their hit points. This includes future increases after becoming a champion, but no temporary increases from spells or spell-like effects.

Increased speed: The speed of a champion doubles.

Multiattack: As a Braythian Champion, Marisha attacks four times every round.

Legendary Resistance (3/day): If a champion fails a saving throw, he or she can choose to succeed instead.

Legendary actions: Every champion can take three legendary actions, each one resembling a spell of a certain level. The spells have to use the champion's world-island itself or its inhabitants, but are not limited to the spells of a specific class or school of magic. For example, a champion might be able to summon helpful creatures, or create earthquakes and floods. Non-specific spells like wish are excluded, as well as any spell that use something from outside the world-isle, like meteor swarm or summoning creatures from other planes. Only one legendary ability can be used at a time and only at the end of another creature's turn. Braythian champions regain spent legendary actions at the start of their turn. The three legendary actions are set when the character transforms into a Braythian champion, and don't change later.

Lair actions: Every Braythian champion has special powers tied to his or her world. In that context, their world-island is considered the champion's lair. This extends to the first two chain-links of the attached world-chains. At initiative order 20, a paragon can use one lair action option. He or she can only use one lair action per round. As these actions greatly improve their chance of survival, most champions prefer to stay "at home".

Lair action - Instant Rest: Three times a day, a champion can use an Instant Rest as a lair action. This power grants the same effects as a long rest - but instantly.

Lair action - Champion's Call: Once a day, a paragon can send out a mental call for help in a five mile radius. The champion can transmit a message with up to five words. Any sentient creature that inhabits the champion's world-island (but no visitors from other worlds) can hear the call, understanding the message in their native language. For the next ten minutes, they will know exactly where the champion is. This does not force them to come for help, but many will.

Champion Powers
Legendary Actions
Divine Word, Dominate Monster, Imprisonment

Lair Actions
Instant Rest, Champion's Call

Legendary & Lair Actions


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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