Oskar Deadsinger Character in Faerûn | World Anvil

Oskar Deadsinger

Oskar Deadsinger is a male half-elf bard and member of the Harpers. Growing up on the streets of Silverymoon and later Waterdeep, he has always had a strong sense of justice. Oskar studied at the College of Fochlucan in Waterdeep, and has since become an adept bard.

Mental characteristics

Personal history

  • born in silverymoon to an unknown father (apparently a noble)
  • mother was a young woman learning music at the college of fochlucan
  • explored the city in his youth, pick pocketed and didn't like elves
  • mother became a successful bard and moved to waterdeep without him
  • excelled at classes but lacked respect for the institution
  • people made fun of his singing voice
  • joined a gang called the Dying Lillies who hated elves but became uncomfortable with their violence
  • left the gang and the city for Waterdeep, acted as kind of a vigilante
  • after some years he was approached by the harpers to join
  • eventually promoted to harpshadow and assigned to everlund, who then assigned him to investigate greenest
  • promoted at the council of waterdeep to brightcandle
  • after defeating tiamat, promoted to wise owl
  • continues aiding the harpers around silverymoon
  • Alignment
    Chaotic Good
    Honorary & Occupational Titles
    Year of Birth
    1465 DR 30 Years old
    Dark Brown
    Skin Tone/Pigmentation
    170 lbs
    Aligned Organization
    Related Plots

    Oskar Deadsinger

    Medium Humanoid (Half-Elf, Valor Bard, Chaotic Good

    Armor Class 20 (studded leather armour +1, sentinel shield)
    Hit Points 112 (15d8+45)
    Speed: 30 ft Fly: 30 ft


    ( +1 )


    ( +5 )


    ( +3 )


    ( +1 )


    ( +1 )


    ( +4 )

    Saving Throws Dex +8, Cha +7
    Skills Acrobatics +8, Deception +10, Insight +7, Intimidation +7, Persuasion +10, Sleight of Hand +11, Stealth +11
    Senses darkvision 60 ft., passive Perception 12
    Languages Common, Elvish, Giant, Illuskan, Infernal
    Challenge Rating 7 (2,900 XP)
    Proficiency Bonus +3

    Special Equipment. Oskar wields tragedy, a doss lute and a sentinel shield. He wears a set of +1 studded leather armour, gloves of thievery, and a pair of winged boots (accounted for in his statistics).
    Song of Rest. Oskar can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d8 hit points if it spends any Hit Dice to regain hit points at the end of that rest. Oskar can confer this benefit on himself as well.
    Jack of All Trades. Oskar can add +1 to any ability check he makes that doesn't already include his proficiency bonus.
    Battle Magic. When Oskar uses his action to cast a bard spell, he can make one weapon attack as a bonus action.
    Spellcasting. Oskar is a 16th-level spllcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following bard spells:
    Cantrips (at will): mage hand, minor illusion, prestidigitation, vicious mockery
    1st level (4 slots): cure wounds, healing word, tasha's hideous laughter
    2nd level (3 slots): hold person, mirror image, phantasmal force
    3rd level (3 slots): counterspell, dispel magic, enemies abound
    4th level (3 slots): dimension door, greater invisibility, polymorph
    5th level (2 slots): dominate person, hold monster, mass cure wounds, wall of force
    6th level (1 slot): otto's irresistible dance
    7th level (1 slot): teleport
    8th level (1 slot): dominate monster


    Multiattack. Oskar makes two attacks with tragedy.
    Tragedy. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage.
    Countercharm. Oskar starts a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed.

    Bonus Actions

    Combat Inspiration (4/day). Oskar chooses a friendly creature that can see and hear him within 30 feet of his position. In the next minute, the target can add 1d12 to one ability check, attack roll, saving throw, or weapon damage roll of its choice. Additionally, when an attack roll is made against the creature, it can use its reaction to spend its inspiration and add 1d12 to its AC against that attack.


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