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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 Alignment
College of Whispers Bard
Level 8
Hit Dice: 8/8
1d8+3 Class 1

STR
10
+0
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
11
+0
CHA
18
+4
67
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30 feet
Speed (walk/run/fly)
10
Passive Perception
5 / 5/Short Rest
Bardic Inspiration(d8)
7 / 7/Long Rest
Wand of Chromatic Orb
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+7 Dexterity
+6 Constitution
+2 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+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
skills
+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
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d4+4 Slashing
 Finesse, Light, Thrown(20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Message +8 1 Action 120 feet 1 Round S/M(a copper wire)
 Notes:You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Prestidigitation +8 1 Action 10 feet Up to 1 hour V/S
 Notes:You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Force Dart +8 1 Action 120 feet Instantaneous 1d10 Force
 Notes:You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. This spell's damage increases by 1d10 when you reach 5th, 11th, 17th level.
Minor Illusion +8 1 Action 30 feet 1 Minute S/M(a bit of fleece)
 Notes:You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for wh n it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Vicious Mockery +8 1 Action 60 feet Instantaneous 1d6 Psychic V
 Notes:You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take ld6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by ld6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Dissonant Whispers +8 1 Action 60 feet Instantaneous 3d6 psychic V
 Notes:One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by ld6 for each spell slot level above 1.
Faerie Fire +8 1 Action 60 feet Concentration, up to 1 minutes
 Notes:Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Sleep +8 1 Action 60 feet Concentration, up to 1 minute V/S/M(a pinch of sand or rose petals)
 Notes:Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Tasha's Hideous Laughter +8 1 Action 30 feet Concentration, up to 1 minute V/S/M(a tart and a feather)
 Notes:One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Dissonant Whispers +8 1 Action 60 feet Instantaneous 3d6 psychic + V
 Notes:One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by ld6 for each spell slot level above 1.
Hold Person +8 1 Action 60 feet Concentration, up to 1 minute V/S/M(a straight piece of iron)
 Notes:Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Mirror Image +8 1 Action Self 1 Minute V/S
 Notes:Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Suggestion +8 1 Action 30 feet Concentration, up to 8 hours V/M(a drop of honey)
 Notes:You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me." Or you could say, “Stop fighting, leave this library peacefully, and don’t return." The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Dissonant Whispers +8 1 Action 60 feet Instantaneous 3d6 psychic + V
 Notes:One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by ld6 for each spell slot level above 1.
Blink +8 1 Action Self 1 Minute V/S
 Notes:Roll ld6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Hypnotic Pattern +8 1 Action 120 feet Concentration, up to 1 minute S/M(a pinch of confetti)
 Notes:You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Fear +8 1 Action Self Concentration, up to 1 minute V/S/M(a white feather)
 Notes:Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Dissonant Whispers +8 1 Action 60 feet Instantaneous 3d6 psychic + V
 Notes:One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by ld6 for each spell slot level above 1.
Dimension Door +8 1 Action 500 feet Instantaneous V
 Notes:You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Phantasmal Killer +8 1 Action 120 feet Concentration, up to 1 minute V/S
 Notes:You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4dl0 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by ldlO for each spell slot level above 4.

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
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.

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.

Alignment
Neutral Insidious
Current Status
Working as an agent of the Sovereign of the Sands
Current Location
Age
24
Children
Current Residence
Sheylana's Book Binders
Pronouns
She/Her
Sex
Female
Gender
Woman
Presentation
Feminine
Eyes
Blue
Hair
Rich Brown hair, well kept and worn long, held back from her face with a scarf.
Skin Tone/Pigmentation
Brown, with red undertones
Height
5'6"
Weight
120 lbs.
Belief/Deity
The God's of the Wild Winds
Known Languages

Arambasti, Pallendal, Dracoinic, Dark Speech


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