Maria Mar Character in The True Dark Ages | World Anvil

Maria Mar

Maria Mar

Medium Human, Bard (Rus Skald), Chaotic Good

Armor Class 16 (studded leather + modifier)
Hit Points 120 15d8+30
Speed: 30 ft

STR

13
( +1 )

DEX

18
( +4 )

CON

14
( +2 )

INT

15
( +2 )

WIS

16
( +3 )

CHA

19
( +4 )

Skills Perception +5, Insight +2, Intimidation +10, Deception +10, Persuasion +10, Performance +10
Senses passive Perception 16
Languages Common (Old Nord, Antes / Eastern Slavic, Saxon, Suomi, Karelin), Sylvan, Elvish
Challenge Rating 15
Proficiency Bonus +5

Description

Maria is of Rus descent and lost her parents Andrey & Ivana to an attack on their military camp at the edge of the Dyatlov Pass. She was saved eventually a few hours later by Fey and took under the wings of the Seelie & Unseelie Courts. Since that time, she has been trained as a Skald and has access to both weapon & magic training.   Her hatred of the Undead, and particularly the Necrocult, has led her to hunt out cults & sub-factions of these and put them to the sword. She has a friend called Bushtail, a Harengon, from the Feywild who helps her where he can. Sometimes working in the background, sometimes with her, they regularly entertain & protect innocent people from the depravations of the walking dead.

Ideals

I must live up to an exacting standard to show that my life has meaning.

Bonds

Bushtail is my closest friend, and almost like a father figure. Without him I might not have survived.

Flaws

I like to help others, though can be reckless when the Undead are in my sights.

Suggested Environments

Usually found in the regions from the eastern Baltic Sea to the western Ural Mountains.

Spellcasting. Maria has spellcasting abilities. Her spellcasting ability is Charisma (AC is 17). She has the following.   Four a Day: 1st level: Charm Person, Comprehend Languages, Faerie Fire, Feather Fall, Healing Word.

At will: Cantrips: Friends, Light, Minor Illusion, True Strike.

1/day: 6th Level: True Seeing   7th Level: Mirage Arcane   8th Level: Mind Blank

2/day: 5th Level: Dream, Modify Memory

3/day: 2nd Level: Calm Emotions, Enthrall, Levitate, See Invisibility   3rd Level: Counterspell, Dispel Magic, Hypnotic Pattern, Speak with Dead, Tongues   4th Level: Compulsion, Confusion, Locate Creature


Feytouched. Maria has been imbued with an element of the Feywild. She has advantage against any spell or magical affect that causes her to be charmed. Also, if she rolls an Insight roll in an area once per day, she has advantage to spot the effect of the Fey.   Bardic Inspiration. Through stirring words or music Maria can inspire others near her. She does this as a bonus action, choosing one other creature within 60 feet of her. That creature gains one Bardic Inspiration die, a d10. Once in 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 succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can only have one Bardic Inspiration die at a time. Maria can use this feature a number of times equal to her Charisma modifier. Maria regains any expended uses when she finishes a long rest.   Jack of All Trades. Maria can half her proficiency bonus, rounding down, to any ability check she makes that doesn't already include her proficiency bonus.   Bonus Proficiencies. Maria has been trained through the College of Swords to use medium armour and the scimitar and has proficiency in these. She can use her proficiency with the scimitar, longsword and rapier as a spellcasting focus for her Bard spells.   Fighting Style (Duelling). Maria has adopted a particular fighting style, in this case the art of Duelling. When she is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.   Blade Flourish. Maria has learned to preform impressive displays of martial prowess and speed. Whenever she takes the Attack action on her turn, her walking speed increases by 10 feet until the end of her turn, and if she carries out a weapon attack as a part of this action that hits a creature, she can use one of one of the following Blade Flourish options of her turn. She can use only one Blade Flourish option per turn. Defensive Flourish. Maria can expend one use of her Bardic Inspiration to cause the weapon to deal extra damage to the target she hits. The damage equals the number she rolls on the Bardic Inspiration die. She also adds the number rolled to her AC until the start of her next turn. Slashing Flourish. Mria can expend one use of her Bardic Inspiration to cause the weapon to deal extra damage to the target she hit and to any other creature of your choice that she can see within 5 feet of her. The damage the number rolled on her Bardic Inspiration die. Mobile Flourish. Maria can expend one use of her Bardic Inspiration to cause her weapon to cause extra damage to the target she hits. The damage equals the number she rolls on her Bardic Inspiration die. She can also push the target up to 5 feet away from her, plus a number of feet equal to the number she rolled on that die. Maria can then immediately use her reaction to move up to her walking speed to an unoccupied space within 5 feet of the target.   Expertise. Maria's proficiency bonuses in Persuasion and Performance are already doubled, and since she is over 10th level, her Intimidation & Perception are as well.   Font of Inspiration. When completing a short or long rest, Maria has her Bardic Inspiration restored.   Countercharm. Maria has the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, Maria can start a performance that lasts until the end of her next turn. During that time, Maria and any friendly creatures within 30 feet of her have advantage on saving throws against being frightened or charmed. A creature must be able to hear Maria to gain this benefit. The performance ends early if Maria is incapacitated or silenced, or she voluntarily ends it (no action required).   Extra Attack. Maria can attack twice, instead of once, whenever she takes the Attack action on her turn.   Magical Secrets. Maria has plundered a wide range of magical secrets & knowledge from a wide spectrum of disciplines. She knows four additional spells These are classed as Bard spells to all intents & purposes. If Maria ever reaches 18th level, then she learns two more.   Master's Flourish. Whenever Maria uses a Blade Flourish option, she can roll a d6 and use it instead of expending a Bardic Inspiration die.

Actions

Longsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 6 1d8+2 slashing damage, or hit 7 1d10+2 slashing damage if used twohanded.   Rapier. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 6 1d8+2 piercing, and can be used off hand.

Children

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