Skip to content
CreatePricing
Odrava Merovai - AI-generated fantasy Character

Odrava Merovai

Human · Bard (College of Lore) · Level 14 · Noble

Odrava Merovai

I am courteous, attentive, and almost impossible to surprise.
AC10
HP87/87
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 87 · 30 ft.
AlignmentLawful GoodGenderNon-binaryAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationWIS
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Three musical instruments of your choice: lute, viol, and flute

Languages

Common,
Draconic,
Elvish,
Dwarvish

Features

27 features

Action

  • Otto's Irresistible Command

    When A hostile creature within 60 feet can hear you.

    Use an action to impose a Wisdom saving throw on one creature within 60 feet. On a failure, it is charmed, incapacitated, and unable to move for 1 minute, subject to the feature's limitations.

  • CountercharmLevel 6

    You can use your action to begin a performance that lasts until the end of your next turn. During that time, you and friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed. A creature already frightened or charmed can repeat its saving throw with advantage.

  • Peerless SkillLevel 14

    You can use your action to force one creature within 60 feet that can hear you to make a Wisdom saving throw. On a failure, it is charmed by you for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends if it takes damage, if another creature uses an action to shake it, or if you choose to end it. Once used, you cannot use this feature again until you finish a long rest.

Bonus action

  • Bardic Inspiration

    When A creature within 60 feet makes an ability check, attack roll, or saving throw.

    Use a bonus action to give one creature within 60 feet that can hear you a Bardic Inspiration die, a d12. The creature can add it to one ability check, attack roll, or saving throw within the next 10 minutes.

  • Song of Rest, d8Level 2

    You can use a bonus action to inspire an ally with music or words. Until the end of your next turn, you and friendly creatures within 30 feet gain advantage on saving throws against being frightened or charmed. You can use this feature a number of times equal to your Charisma modifier per long rest.

Reaction

  • Cutting WordsLevel 3

    When A creature within 60 feet makes an attack roll, ability check, or damage roll.

    Use your reaction to subtract a Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bardic Inspiration, d10Level 1

    You can inspire others through stirring words or music. A creature that hears you gains a Bardic Inspiration die, a d10 at this level, which it can add to one ability check, attack roll, or saving throw within 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Expertise and Additional Skill ProficienciesLevel 3

    You gain proficiency with three skills of your choice. You gain expertise in Persuasion and Insight, doubling your proficiency bonus for those skills.

  • Bonus ProficienciesLevel 3

    You gain proficiency with all three musical instruments you choose.

  • Bardic Inspiration, d12Level 5

    Your Bardic Inspiration die becomes a d12.

  • Font of InspirationLevel 5

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest.

  • Additional Magical SecretsLevel 6

    You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you.

  • Countercharm ImprovementLevel 7

    You gain proficiency in Wisdom saving throws.

  • Magical SecretsLevel 10

    You can add one d10 Bardic Inspiration die to any ability check you make. If the check still fails, the Bardic Inspiration die is not expended.

  • ExpertiseLevel 10

    You gain expertise in two additional skills of your choice, Arcana and Perception.

  • Song of Rest, d10Level 9

    Your Song of Rest die becomes a d10.

  • Bardic Inspiration, d12Level 15

    Your Bardic Inspiration die becomes a d12.

  • Additional Magical SecretsLevel 10

    At 14th level, you learn two spells of your choice from any class. The chosen spells count as bard spells for you.

  • Ability Score IncreaseHumanEach of your ability scores increases by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, but this character is Lawful Good.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one additional language. Additional languages are granted through background and character choice.
  • Position of PrivilegeNoble

    People are inclined to think the best of you because of your noble birth. You are welcome in high society, and commoners make every effort to accommodate you. You can secure an audience with a local noble if you need to.

Spells

19 spells

Spellcasting. Odrava Merovai casts with Charisma (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , ,

2nd level (3 slots): , ,

3rd level (3 slots): , ,

4th level (3 slots): no spells

5th level (2 slots): ,

6th level (1 slot):

7th level (1 slot): ,

Gear

8 items

Weapons

  • Rapier
    A light finesse martial weapon suitable for dueling and courtly defense.
  • Dagger
    A backup finesse weapon concealed easily beneath formal clothing.

Armor

  • Leather Armor
    Tailored protective clothing worn beneath formal coats.

Tools

  • Lute
    A polished stringed instrument bearing House Merovai's understated crest.

Gear

  • Diplomat's Pack
    A diplomatic travel pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
  • Fine Clothes
    Formal noble clothing appropriate for courts, ceremonies, and negotiations.
  • Signet Ring
    A signet ring bearing the crest of House Merovai.

Purse

  • Purse of Gold
    A purse containing the family's customary traveling allowance.

Appearance

A tall, spare human with warm brown skin, dark auburn hair worn in a carefully tied half-knot, and calm gray-green eyes that seem to be measuring the room's exits, hierarchies, and weak points at once. Their clothing is impeccably tailored but deliberately practical, favoring deep blue, cream, and muted copper. They speak after a measured intake of breath and a slight clearing of the throat, as though every sentence has passed through an internal committee. Their broad, even teeth show prominently when they laugh, which is rare enough to feel like a diplomatic concession. Their jaw shifts subtly while they listen, an unconscious habit that makes their concentration look faintly judgmental.

Mannerisms

Before answering, I inhale through my nose, clear my throat softly, and glance toward the person with the most authority in the room. I hold eye contact one heartbeat longer than comfort requires. When someone makes an obviously poor argument, I press my tongue against one back tooth and begin arranging my response into numbered points.

Personality

I am courteous, attentive, and almost impossible to surprise. I speak to everyone as though they are a delegation whose concerns deserve consideration, even when I privately believe they are catastrophically stupid. I prefer elegant solutions, well-organized information, and people who can admit when they are wrong. Beneath the composure is a fierce protective instinct, especially toward ordinary people caught beneath the ambitions of nobles, generals, and adventurers.

Ideals

Order. A just society depends on rules strong enough to restrain the powerful and flexible enough to protect the vulnerable. If the system is foolish, I will repair it. If it is cruel, I will replace it.

Bonds

My family's name survived because I learned to speak for people who could not afford to be heard. I will not allow House Merovai to become a footnote, nor will I let its influence be used for cruelty.

Flaws

I mistake patience for superiority and often assume that anyone who disagrees with me simply has not understood the situation yet. I can spend too long engineering a perfect solution when a blunt, imperfect action would save time. I am also prone to treating emotional honesty as an inefficient negotiation tactic, especially when the truth would make me vulnerable.

Quirks

Keeps a private ledger rating every ruler, general, and adventurer encountered by judgment, competence, and likelihood of causing a war.
Refers to especially foolish plans as 'ambitious,' always with perfect sincerity.
Tunes the lute before difficult conversations, even when no performance is expected.
Collects regional proverbs and corrects their historical origins during arguments.
Carries three sealed letters addressed to people who have not yet offended them.

Background

Odrava Merovai was born to a minor human noble house whose lands were too small to command respect and too strategically placed to be ignored. Their family survived by negotiating marriages, harvest rights, border disputes, and trade permissions with people who possessed more soldiers, more money, or less patience. Odrava learned early that diplomacy was not the art of making everyone happy. It was the art of identifying which person in the room was about to make a catastrophic decision, then convincing them that the sensible idea had been theirs all along. Their bardic talent emerged during a succession crisis, when Odrava turned a formal memorial song into a coded public argument that prevented three houses from drawing swords. The performance earned them a place at court and, eventually, a reputation as a negotiator who could make an insult sound like a compliment and a threat sound like a logistical concern. Years of traveling between courts exposed them to tyrants, idealists, revolutionaries, merchants, priests, and adventurers. Odrava concluded that most of the world was composed of idiots, but also that abandoning idiots to their own decisions was morally unacceptable. They now carry their family's seal, a diplomatic lute, and an increasingly exhausted commitment to keeping civilization intact.

“Odrava learned early that diplomacy was not the art of making everyone happy.”
From their backstory
Background
Noble

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Odrava Merovai into a sheet

A high-res, share-ready sheet you can post or print.