Lyndi Herb Garnet
Medium Animyst: Ape, Performer, Neutral Good
Armor Class 18
Hit Points 153
Speed:
30 Feet
Saving Throws STR -1, CON +2, WIS +2 (Advantage), SAN +7, DEX +3, INT +8, CHA +13 (Advantage), VIG +5
Skills Acrobatics +6, Arcana +11, Computer Use +5, Deception +12, Demolitions +5, Engineering +5, History +11, Induce +11, Medicine +5, Nature +5, Perception +8, Performance +12. Persuasion +12, Religion +5, , Sciences +5, Stealth +8
Condition Immunities Blinded and Frightened
Senses Passive perception 18
Languages English, Spanish, French, Italian
Challenge Rating 20
Proficiency Bonus +6
Description
A striking figure draped in baroque-inspired finery, they exudes both nobility and mystery—their meticulously tailored Victorian suit adorned with intricate embroidery and a gilded brooch shaped like a blooming nightshade. Twisting obsidian horns rise from their elegantly coiffed silver hair, framing luminous, piercing eyes that hold the weight of secrets untold. Their elongated ears twitch as they listens beyond the mundane hum of gamblers and whispered wagers, ever attuned to unseen forces at play. In one hand, they delicately cradle a mechanical bird, its golden filigree wings softly clicking as it hums a tune only they understand.
Ideals
Fame. I’ve seen what fame can bring. And I’ll do anything to get all that for myself. (Neutral)
Bonds
Growing up, I had an imaginary friend I could always count on. That friend is still with me.
Flaws
They believe you have to look out for yourself. No one else will.
Suggested Environments
Camp Hope
VR 7, Vessel 39, Spell Objects 5, Spell Save DC 20, Spell Attack Bonus +12
Tenkai Palm
You no longer are required to employ somatic methods when casting spells requiring a somatic component. If a spell requires a specific hand movement (such as touching a target), you must still do so.
Black Art
You no longer are required to vocalize spells requiring a vocal component. If a spell requires you to give commands, you must still do so.
Gaff
Select an object, which can be anything that can be held in one hand. You can set aside one spell within it. That spell is counted as part of your river and costs 1 less dark when casting it.
Fairy Dust
You are no longer required to use material components in your spells unless a component carries a monetary value. You can also concentrate on two spells at once.
Equivocation
You can cast spells onto simple, tiny, non-mechanical objects. These can be as large as a basketball or as small as a playing card. That spell remains hidden but attached to the object as long as the object remains within 500 feet of you. When you cast the spell, you can dictate how you want the spell to activate, either by giving it a trigger or by activating it with a bonus action. The spell can remain on the object for up to two days, and you can have as many concurrent spells on objects as your Vigor modifier. An object can only possess one spell each. This can be used to deliver a spell in a non-revealing way or as a way to bank certain spells when needed.
Paths
Life, Light, Knowledge, Attraction
Spells
Alleviate, Anticipation, Bolt of heaven, Captivation, Charm, Clairvoyance, Command, Communication, Comprehension, Compulsion, Dispel, Dominate, Dreamwalker, Healing Wave, Light, Locate, Memory Writer, Mob Rule, Parlor Tricks, Predestination, Premonition, Radiant Strike, Regenerate, Restore, Revivify, Sleep, Starburst, Suggestion, Sunsphere, Terror
River
Alleviate, Dispel, Light, Comprehension, Revivify, Compulsion
1/day: Personal Control
When you make an ability check using performance, set the die roll to a natural 20.
Make Them Flinch
You can force a creature that made a Charisma saving throw you imposed to re-roll. When you use this feature, you cannot use it again until you finish a long rest. If the target still succeeds on the saving throw, you recover the use of make them flinch but cannot use it against the same target until you finish a long rest.
Hustle Pool (12)
You can alter the natural result of any non-attack d20 roll you make. You gain a pool equal to double your Charisma modifier and can pull from said pool to modify the result of a d20 roll you just made. Your hustle pool refills after you finish a long rest.
Vigor 20
Biting Taunt
You’re able to scream an obscenity that is shockingly personal and vile to your opponent. As an action, you can target an enemy that can hear and understand you. It makes a Charisma saving throw. If the target fails, it has disadvantage on attack rolls and ability checks until the beginning of your next turn. A target that succeeds on the DC has advantage on additional saving throws against this effect until you finish a long rest.
Cognitive Empathy
The truth is written in their faces. Through interpreting micro-expressions, body language, and other aspects of applied psychology, you can read the thoughts of certain individuals. As an action, you can focus your mind on any one creature that you can see within 30 feet of you and that has an Intelligence of 4 or higher. It makes a Charisma saving throw. If it fails, you learn the surface thoughts of the creature—what it is most likely to do in the immediate future and what could possibly be on its mind. You also gain insight into its reasoning (if any) and/or its emotional state. This effect lasts until the end of your next turn or until you break line of sight.
Faceman
It’s all about personality. Select one Intelligence, Wisdom, or Charisma skill or one item proficiency. As an action, double your proficiency bonus with the next check made with that skill or item. You can select faceman a second time and select another skill or item.
Effortless
Anytime you make an ability check based on CHA, you re-roll all die results of 10 or less.
Double Your Efforts
You can make a DC 10 Wisdom (Perception) check as a free action; if you pass, you can take an additional action on top of your regular action. You cannot use the Attack action or cast spells with this extra action.
Life Insurance
Spend a Hit Die on your turn and you gain all the following benefits (this requires no action).
- You automatically pass the Double Your Efforts skill check to gain the additional action.
- You have advantage on all attack rolls, ability checks, and skill checks until the beginning of your next turn.
- Any Charisma saving throws you force a target to make before the end of your next turn gains a +5 bonus to the DC.
- Your speed increases by 5 feet and you gain a +2 bonus to AC until the beginning of your next turn.
- You regain 2 to your Hustle Pool.
- You can also roll 1d8 and recover hit points equal to the result.
Automatic Improvisation
You have proficiency with all tools.
Iceman
If you suffer a critical hit, you regain 1 spent Hit Die.
Actions
Fascination
You are, in fact, the most interesting person in the world...at least to your target. As an action, you can attempt to charm a target. It must be able to hear and understand you. It makes a Charisma saving throw. If it fails, the creature is not only charmed by you but by all your allies the target can see. The charmed effect ends if the target suffers damage or five minutes have passed. When you use this feature, you cannot use it again until you finish a long rest. If the target makes the saving throw, you recover the use of fascination but cannot use it against the same target until you finish a long rest. You can select fascination a second time and gain a second use before finishing a long rest.
They need to escape
They would do much better if they escaped Camp Hope. It is not a kind place for people that are different. They stay because believe that they can make it different, that they can make it better.