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Vezkren Daskor - AI-generated fantasy Character

Vezkren Daskor

Elf · Bard (College of Lore) · Level 10 · Criminal

Vezkren Daskor

Vezkren is observant, dryly funny, and unfailingly attentive to details other people overlook.
AC12
HP72/72
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 72 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge176 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
One gaming set,
Viol,
Flute,
Lute

Languages

Common,
Elvish,
Thieves' Cant

Features

19 features

Bonus 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 spells

Spellcasting. 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 items

Weapons

  • Rapier
    A finely balanced rapier with a dark leather grip and a plain maker's mark.
  • Light crossbow
    A light crossbow with a case of bolts, useful for quiet ranged attacks.
  • Dagger
    A concealed backup blade.

Armor

  • Studded leather armor
    Studded leather armor worn beneath a tailored charcoal coat.

Tools

  • Viol
    A finely made viol used as a spellcasting focus and performance instrument.
  • Thieves' tools
    Tools for opening locks and disabling traps.

Gear

  • 20×
    Bolts
    Ammunition for the light crossbow.
  • Entertainer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A small metal bar useful for leverage.
  • Common clothes
    Plain travel clothes with several hidden inner pockets.

Purse

  • 16×
    Gold pieces
    The 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

He names every lockpick and retires it ceremonially when it breaks.
He can identify several cities by the sound of their street musicians.
He keeps written notes in three different cipher systems, even for mundane errands.
He dislikes unopened doors more than dangerous ones.
He applauds exactly once when someone makes an unexpectedly clever point.

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.”
From their backstory
Background
Criminal

Connections

Species

Elf

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