Vezkren Daskor
Vezkren Daskor
Sheet
AC 12 · HP 72 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Bardic InspirationLevel 1
You can inspire others through stirring words or music. As a Bonus Action, you grant one creature within 60 feet a Bardic Inspiration die, a d10. Within 1 hour, the creature can roll the die and add the result to one ability check, attack roll, or saving throw that fails. The die is regained on a Long Rest, and you regain one expended use whenever you expend a spell slot of level 1 or higher.
Reaction
- Cutting Words
When A creature within 60 feet fails an ability check, attack roll, or saving throw.
When a creature within 60 feet fails an ability check, attack roll, or saving throw, Vezkren can use his reaction and expend one Bardic Inspiration die to subtract the die result from the roll, potentially turning success into failure.
- CountercharmLevel 7
When A creature within 30 feet fails a saving throw against Charmed or Frightened.
When Vezkren or a creature within 30 feet fails a saving throw against being Charmed or Frightened, he can use his reaction and expend one Bardic Inspiration use to make the saving throw rerolled.
Always on
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus, and you can use a somatic component even when one or both hands hold an instrument or spellcasting focus, provided the other components are supplied.
- Expertise and Musical Instrument FocusLevel 2
You gain expertise in two skills of your choice. Your proficiency bonus is doubled for ability checks using those skills. You can also use a musical instrument as a spellcasting focus for your bard spells.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check that uses a skill or tool proficiency you lack.
- Bard CollegeLevel 3
You gain the features of the College of Lore, including additional skill training and the Cutting Words reaction.
- Ability Score ImprovementLevel 4
You gain one feat for which you qualify, or another Ability Score Improvement if using the standard advancement option. This character uses the Skilled feat, gaining proficiency in Investigation, Perception, and one additional musical instrument.
- Font of InspirationLevel 5
You can regain all expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, when you roll Initiative and have no uses remaining, you regain one use.
- Additional Magical SecretsLevel 6
You gain the College of Lore feature Additional Magical Secrets, allowing you to prepare spells from the Cleric, Druid, or Wizard spell list in addition to bard spells. These spells count as bard spells for you.
- Ability Score ImprovementLevel 8
You gain one feat for which you qualify, or another Ability Score Improvement. This character takes the Ability Score Improvement feat, increasing Intelligence from 17 to 19 before the supplied final scores are applied.
- ExpertiseLevel 9
You gain expertise in two more skills or tools with which you are proficient.
- Magical SecretsLevel 10
You can prepare two spells from the Cleric, Druid, or Wizard spell list. The spells count as bard spells for you and use Charisma as your spellcasting ability.
- TraitElfDarkvision, 120 feet.
- TraitElfFey Ancestry, advantage on saving throws to avoid or end the Charmed condition, and magic cannot put you to sleep.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfTrance, you do not need to sleep and can finish a Long Rest in 4 hours while remaining semiconscious.
- Elven Lineage, DrowElfYou know the Dancing Lights cantrip. At character level 3, you can cast Faerie Fire once per Long Rest. At character level 5, you can cast Darkness once per Long Rest. Charisma is your spellcasting ability for these spells.
- Criminal ContactCriminal
Vezkren maintains contact with a network of criminals, informants, fences, and discreet intermediaries. He knows how to pass messages through coded phrases, arrange meetings in neutral places, and obtain information through underworld channels, though his contacts are not automatically friendly or reliable.
Spells
16 spellsSpellcasting. Vezkren Daskor casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): , ,
4th level (3 slots): ,
5th level (2 slots): ,
Gear
11 itemsWeapons
- RapierA finely balanced rapier with a dark leather grip and a plain maker's mark.
- Light crossbowA light crossbow with a case of bolts, useful for quiet ranged attacks.
- DaggerA concealed backup blade.
Armor
- Studded leather armorStudded leather armor worn beneath a tailored charcoal coat.
Tools
- ViolA finely made viol used as a spellcasting focus and performance instrument.
- Thieves' toolsTools for opening locks and disabling traps.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Entertainer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarA small metal bar useful for leverage.
- Common clothesPlain travel clothes with several hidden inner pockets.
Purse
- 16×Gold piecesThe remnants of his earnings and emergency funds.
Appearance
Vezkren is a lean, long-limbed moon elf with ash-brown skin weathered by years of travel, lockwork, and cold night air. His silver-black hair is worn in a short braid behind one ear, threaded with tiny brass rings. His most noticeable feature is his voice, which begins with a quiet intake of breath and a faint scrape in the throat before settling into a precise, warm baritone. He dresses in a fitted charcoal coat over concealed leather armor, with narrow crimson stitching and many practical inner pockets. A battered viol hangs from his shoulder, its case reinforced with hidden compartments.
Mannerisms
Before answering a difficult question, he inhales through his nose, clears his throat once, and glances toward the nearest exit. He taps rhythms against his thumb when thinking and changes his choice of words when he suspects someone is lying.
Personality
Vezkren is observant, dryly funny, and unfailingly attentive to details other people overlook. He can seem relaxed while mentally cataloguing exits, valuables, accents, and inconsistencies. He enjoys clever conversation more than applause, but he secretly loves an audience when he controls the terms of the performance.
Ideals
Information is a form of freedom. No tyrant, guildmaster, magistrate, or crime lord should be able to control people simply by controlling what they know.
Bonds
He carries a brass-bound ledger containing the names of people betrayed by his former criminal syndicate. He intends to clear every name in it, including his own.
Flaws
He assumes every kindness conceals a transaction and often tests allies with small deceptions. Once he has identified an injustice, he becomes reckless about correcting it, especially if doing so humiliates someone powerful.
Quirks
Background
Vezkren was raised among the night markets beneath the old elven quarter, where music, smuggling, and diplomacy occupied the same crowded streets. His mother copied legal documents for wealthy merchants, while his father repaired instruments for performers who carried more contraband than sheet music. Vezkren learned letters before he learned songs, and locks before he learned trust. His unusual intellect made him invaluable to a burglary crew that needed someone who could decipher contracts, identify magical seals, and improvise convincing stories when plans collapsed. His criminal career ended when he discovered that his employers were selling names and routes to an enemy intelligence ring. Rather than expose the conspiracy directly, Vezkren turned the crew against itself with forged ledgers, planted rumors, and a performance staged in the middle of a gala. The operation saved several people, but it also left him blamed for a theft he did not commit and marked by both the city watch and his former associates. Now he travels as a bard, using scholarship, music, and carefully chosen lies to dismantle the networks that once employed him. He still steals when the alternative is letting a powerful person keep something they acquired through exploitation.
“Vezkren learned letters before he learned songs, and locks before he learned trust.”
- Background
- Criminal
Connections
Species
Elf
Media
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