Madame La Fayette
Madame La Fayette
Medium Human, Clairvoyant, Lawful Neutral
STR
9
( -1 )
DEX
11
( +0 )
CON
9
( -1 )
INT
14
( +2 )
WIS
18
( +4 )
CHA
17
( +3 )
Description
Young in her early 20s, with long dark hair, lightly tanned skin, and dark eyes. La Fayette wears a shawl & cloak over a coloured dress usually in red, sometimes other colours.
Ideals
The living needs a direction, and the dead too.
Bonds
My family I miss them and wish to be back home.
Flaws
What I see & hear from the spirits are terrifying.
Suggested Environments
Central Europe.
Spellcaster. La Fayette is a spell caster, using her Wisdom as her spellcasting ability (spell attack modifier: +9, spell save DC: 15). She has all necessary spell components, and an Icon made of Runic Sticks. She knows the following:
Bardic Inspiration. She 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 d12. 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. She can use this feature a number of times equal to her Charisma modifier (a minimum of once). She regains any expended uses when she finishs a long rest. Jack of All Trades. Starting at 2nd level, she can add half her proficiency bonus, rounded down, to any ability check she makes that doesn't already include her proficiency bonus. Song of Rest. Beginning at 2nd level, she can use 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 1d10 hit points. Guiding Whisper. At 3rd level,she can reach out to spirits to guide you and others. She has learned the Guidance cantrip, which doesn’t count against the number of bard cantrips she knows. For her, it has a range of 60 feet when you cast it. Spiritual Focus. At 3rd level, she employs tools that aid her in channeling spirits, be they historical figures or fictional archetypes. She uses the following object as a spellcasting focus for her bard spells: Germanic Rune Sticks. Starting at 6th level, when she casts a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and she gains a bonus to one damage or healing roll of the spell equal to the number rolled. Tales From Beyond. At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals her spell save DC. Spirit Tales Bardic Insp. Die Tale Told Through You 1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die. 2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. 3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier 4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. 5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. 6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC. 7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. 8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. 9 Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. 10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. 11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. 12 Tale of the Mind-Bender You envoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. Spirit Session. At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest. Mystical Connection. At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Actions
Shortsword. Melee Weapon Attack +3 to hit, reach 6ft, one target. Hit 3 1d6 piercing damage.
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