LeyLey Character in Verum | World Anvil

LeyLey

Zahrah

Physical Description

Body Features

tan skin, tiny stature and lithe with red tinged dragonfly wings coming from her back

Facial Features

Oval shaped face with red eyes. Always seems to look cheerful.

Apparel & Accessories

tends to always were her performance outfit, she thinks it's comfortable

Mental characteristics

Personal history

Zahrah grew up in the ruins fending for herself til she ran across an old senile Bard. Even though he was clearly insane, he looked after her and taught her how to play a harmonica.
Species
Children
Gender
Female
Eyes
Bright red eyes
Hair
Long straight umber hair, usually in a ponytail up out of the way
Height
2ft

LeyLey

Sprite Race
Majital, Ruin Dweller Origin
Bard Jester 4 Class & Level
Alignment
Wondox Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 14
+2
intelligence 12
+1
wisdom 11
+0
charisma 16
+3
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
+5 Deception
+1 History
+0 Insight
+3 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+1 Nature
+0 Perception
+5 Performance
+5 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
38
Hit Points
+3
Initiative
20 FT / 50 Fly
Speed
Attacks
Cantrips ===================================

Vicious Mockery
PHB
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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Blade Ward
PHB
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Mage Hand
PHB
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Level 1 ====================================


Faerie Fire
PHB
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

-----

Healing Word
PHB
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

---------

Cure Wounds
PHB
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

-----------


Dissonant Whispers
PHB
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make 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 as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

---------

Sleep
PHB
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

----------

Tasha's Hideous Laughter
PHB
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Level 2 =====================================

Lesser Restoration
PHB
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Spellcasting
Entertainer's Pack
Rapier
Leather Armor
Instrument - Otamatone
Gold - 152
Equipment
The Mad Man
Stat Array
Quick Wing

Your wings are fast moving and look similar to those of a dragonfly.

Your flying speed increases to 50 feet.


Fey Creature – Sprites are creatures with the fey subtype.

Laughing Mad – Sprites are immune to the confusion spell and forms of madness that are not fey in origin.

Petite Stature – You cannot wield two handed or heavy weapons and cannot carry other creatures when you fly unless otherwise stated from your choice of wings.

Feat. Mobile

Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Gallows Humor
Beginning at 3rd level, whenever you take damage from an attack roll, you can choose to mock yourself, adding 1d8 psychic damage to the damage roll. If you do, you can heal an ally within 30 feet half of the total damage you take from the attack. Once you use this feature you cannot use it again until you finish a short rest.

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

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.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (d6)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Deception + Performance


Durable
PHB
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).


Class/Racial Features & Traits

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