Zephyrine Vesper
Zephyrine Vesper
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- PerformanceCHA
- PersuasionCHA
- StealthDEX
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Bardic InspirationLevel 1
As a Bonus Action, you can give a d6 to a creature within 60 feet. They can use it to add to a D20 Test. Uses: 3 (equal to CHA modifier).
Always on
- SpellcastingLevel 1
You can cast prepared spells using Charisma as your spellcasting ability.
- TraitSprite (Forest-Gifted)Darkvision (60 ft.)
- TraitSprite (Forest-Gifted)Gnomish Cunning (Advantage on INT, WIS, and CHA saves against spells)
- TraitSprite (Forest-Gifted)Speak with Small Beasts
- TraitSprite (Forest-Gifted)Small Size
- Gnomish LineageSprite (Forest-Gifted)Forest (Minor Illusion cantrip known)
- MusicianWayfarer
At the end of a Short or Long Rest, you can sing a song or play an instrument to grant Heroic Inspiration to up to 2 allies.
Spells
7 spellsSpellcasting. Zephyrine Vesper casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , ,
Gear
6 itemsWeapons
- 2×DaggerA small, neon-etched blade.
- ShortswordA light, curved blade.
Armor
- Leather ArmorChest piece made of cured hide.
Tools
- Pan FluteA set of reed pipes that hum even when not played.
- Thieves' ToolsA set of picks and hooks.
Gear
- Entertainer's PackBackpack containing a bedroll, costumes, 5 candles, 5 days of rations, and a waterskin.
Appearance
Zephyrine is a tiny, two foot tall sprite with striking magenta skin and vibrant neon-green hair that seems to glow in low light. Her most arresting feature is her pair of large dragonfly-like wings, which shimmer in shades of deep purple and electric lime. She wears leather armor that has been dyed to match her wings and carries a pan flute made from strange, silvered wood.
Mannerisms
She tends to hover slightly off the ground while talking and often taps out rhythms on her daggers as if they were percussion instruments.
Personality
She is whimsical and easily distracted by ambient sounds, often pausing to 'listen' to the air. She speaks in a melodic lilt and has a habit of repeating the last word of people's sentences as if testing their resonance. She is deeply empathetic but finds the physical world a bit too quiet compared to the song in her head.
Ideals
Harmony. Everything in the world has a frequency, and my goal is to make sure every soul gets to sing its true note.
Bonds
I carry the voice of a young girl I never met who was calling for help during the storm. I must find her and ensure she is safe.
Flaws
I sometimes confuse the phantom voices I hear with real people currently standing in the room.
Quirks
Background
Zephyrine was birthed by the 'Chromatic Wail,' a freak magical storm that swept through the Viridian Glade. While the rest of her kin hid, she was drawn into the center of the gale, where the wind did not howl but sang with the voices of thousands of strangers from distant lands. She emerged from the storm changed, her body infused with neon hues and her mind perpetually tuned to the frequencies of the people whose voices she heard that day. She considers herself a survivor of the song and now travels the world as a 'ghost-echo,' seeking the people whose voices she carries. She believes that by playing her music, she can find the owners of these auditory fragments and return the memories the storm stole from them. Her life is a constant search for the perfect harmony between her forest home and the strange, distant echoes that define her existence.
“She considers herself a survivor of the song and now travels the world as a 'ghost-echo,' seeking the people whose voices she carries.”
- Background
- Wayfarer
Connections
Species
Sprite (Forest-Gifted)
Media
0 imagesNo images yet.
Turn Zephyrine Vesper into a sheet
A high-res, share-ready sheet you can post or print.