Khaya Whisperborn
Khaya Ny'lentha (a.k.a. Whisper Born, Dark Speaker)
Khaya Whisperborn
8 Level (0/48000 XP for level-up) Sage Background Human Race / Species / Heritage AlignmentLevel 8
Hit Dice: 8/8
1d8+3 Class 1
10
18
16
14
11
18
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
Passive Perception
Bardic Inspiration(d8)
Wand of Chromatic Orb
+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+0 | Strength | |
+7 | Dexterity | |
+6 | Constitution | |
+2 | Intelligence | |
+0 | Wisdom | |
+7 | Charisma |
+7 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+8 | Arcana | INT | |
+1 | Athletics | STR | |
+7 | Deception | CHA | |
+5 | History | INT | |
+3 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT | |
+5 | Local | INT | |
+10 | Gather Information | CHA |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+1 | Perception | WIS | |
+5 | Performance | CHA | |
+7 | Persuasion | CHA | |
+3 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +7 | DEX | 1d4+4 | Slashing | |
Finesse, Light, Thrown(20/60) |
Spell Book
Magic Initiate
Learn 2 Cantrips and one 1st Level spell, which can be cast 1/day
Skilled
Gain Proficiency in 3 Skills
Resilient Constitution
Gain Proficiency in Constitution Saving Throws
Bard
Spellcasting
You have learned to cast spells through your bardic arts.
Spell Slots: The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+: You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
Changing Your Prepared Spells: Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability: Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus: You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Expertise
You gain Expertise (see the rules glossary) in two of your skill proficiencies of your choice. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.
Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Countercharm
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
College of Whispers
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Charisma saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour until it is attacked, damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you t ried to frighten it. Once you use this feature, you can't use it again until you finish a short or long rest.
Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough to pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Features & Traits
Winged Boots
Cloak of Many Fashions
+1 Arcane Focus
Wand of Chromatic Orb 7 Charges
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Illustrator's Tools
Languages: Arambasti, Draconic, Infernal
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Physical Description
General Physical Condition
Khaya is lean but not waifish and on the shorter side for a female human. She takes pride in appearance and seeks to appear clean and tidy as often as possible. She has a love for fine clothes and jewelry and finds any excuse to wear them.
Mental characteristics
Personal history
Khaya was a naturally curious child. Growing up around books, she fed this curiosity with reading and fell in love with stories of all kinds.
When she was a young adolescent, she found a book buried deep in her family's shop. It called her to it, and when she opened it, she was forever changed. Magic potential was unlocked within her, and she began to hear amorphous whispers. These whispers became lifelong companions, guiding Khaya on her many adventures.
A desire to understand and control the whispers drove Khaya into the Under City, where she sought out the legendary College of Whispers. She trained there for several years until she felt the need to adventure out on her own.
She fell in with a group of adventurers who became thoroughly embroiled in the city's politics, especially involving Azirapheal. She has become a power broker within the city's politics, using her many contacts.
Education
Graduate of the College of Whispers
Employment
Self employed but still works part time at her Aunt's Bookbinder.
Intellectual Characteristics
Khays is curious, almost to a fault. This is kept in check by her deep mistrust of the charity of strangers. She is quick-witted, clever, and often feels the simplest solutions are the best.
Morality & Philosophy
Khaya has always looked out for herself, but now she serves another. She holds no particular love for the Sovereign but is happy to be part of something as grand and earth-moving as the Sovereign's plans. She takes pride in doing a job well and does not plan to fail them.
Personality Characteristics
Motivation
Khaya is determined not to fail her new patron. She fears what will happen to her if she does, and she hates to fail in general.
Social
Contacts & Relations
She is in a relationship with Grom Grum(G.G.), and they are currently feeling out the seriousness of the relationship.
Hobbies & Pets
She has a love of strange and quirky creatures. She has surrendered ownership of the Sheep shaped bone creature Mort but still visits him under the Cathedral of the Redeemer. She is quite fond of cats, finding their aloofness charming.
Speech
She is quiet spoken, requiring others to pay attention when she speaks. She is not one to waste words or speak unnecessarily.

Arambasti, Pallendal, Dracoinic, Dark Speech
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