Merrin Vell
Merrin Vell
Sheet
AC 13 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresReaction
- Foretell Misfortune
When When a visible creature makes an attack roll
Merrin points toward a creature and forces a moment of hesitation with a sharp prophetic warning, imposing disadvantage on one attack roll against a target until the start of Merrin's next turn.
- Stolen Tomorrow
When Before a visible creature makes an attack roll, saving throw, or ability check
Merrin snaps open their spellbook and replaces a creature's immediate result with one of the d20 numbers recorded through Portent.
Always on
- SpellbookLevel 1
You have a spellbook containing six 1st-level wizard spells of your choice. You can add additional wizard spells to the book as you find them, following the rules for copying spells.
- CantripsLevel 1
You have learned three cantrips from the wizard spell list. Intelligence is your spellcasting ability for your wizard spells.
- Ritual CastingLevel 1
You can cast wizard spells as rituals if they have the ritual tag and are in your spellbook. You do not need to have a spell prepared to cast such a spell as a ritual.
- Arcane RecoveryLevel 1
You can use an arcane focus as a spellcasting focus for your wizard spells. You can regain some expended spell slots during a short rest, with the recovered slots having a combined level equal to half your wizard level, rounded up, and none of the slots can be 6th level or higher. Once you use this feature, you must finish a long rest before using it again.
- Arcane Tradition: School of DivinationLevel 2
You choose a school of magic as your arcane tradition. Divination Savant reduces the gold and time required to copy divination spells into your spellbook by half.
- PortentLevel 2
When you finish a long rest, roll two d20s and record the numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and each foretelling roll can be used only once. You lose any unused rolls when you finish a long rest.
- Spellbook ExpansionLevel 3
You can add two additional wizard spells of your choice to your spellbook when you gain a level in this class.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- By Popular DemandEntertainer
You can always find a place to perform, usually in an inn, theater, circus, or other public venue. In return for your performance, you can receive food and lodging of a modest or comfortable standard, provided you perform each day. Your reputation may also grant you access to local performers and admirers.
Spells
16 spellsSpellcasting. Merrin Vell casts with Intelligence (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , , , ,
2nd level (2 slots): , , ,
Gear
9 itemsWeapons
- QuarterstaffA sturdy ash staff used as both walking stick and arcane focus.
Tools
- LuteA lute with a cracked lacquer finish and a repaired tuning peg.
Gear
- Component pouchA small component pouch containing mundane materials used for spellcasting.
- SpellbookA well-used spellbook filled with cramped notes, stage diagrams, and prophetic calculations.
- Entertainer's costumeA dark velvet costume suitable for theatrical performances and public spectacles.
- Belt pouchA pouch containing coins earned from performances and odd jobs.
- Favor of an admirerA favor from an admirer, a painted wooden star bearing a personal inscription.
- Explorer's packA traveler's pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 15×Starting goldCoins remaining after purchasing starting gear.
Appearance
A lean, quick-moving human with warm brown skin, unruly black hair, and alert hazel eyes. Their patched crimson-and-gold entertainer's coat is covered in tiny stitched constellations, while a battered spellbook hangs from a chain at their belt. Their fingers are stained with ink, stage paint, and candle soot.
Mannerisms
Merrin speaks like a stage announcer even in ordinary conversation, punctuating important claims with theatrical flourishes. They constantly shuffle cards, pebbles, or scraps of parchment while thinking, and pause before answering as if listening to a distant audience.
Personality
Merrin is theatrical, quick-witted, and endlessly curious. They treat danger as an audience waiting to be impressed, often masking genuine fear with jokes, bows, and extravagant claims. Despite their low confidence in formal scholarship, they are observant and compassionate, especially toward outsiders and performers.
Ideals
Wonder. The future is not a prison. Every possibility deserves the chance to become something better.
Bonds
The traveling troupe that raised Merrin is their true family. Merrin will risk almost anything to protect the company's performers, wagons, animals, and reputation.
Flaws
Merrin cannot resist pretending to understand magic they have not mastered. They also mistake ominous visions for personal destiny, and their need to perform can make them reckless when silence would be wiser.
Quirks
Background
Merrin Vell was raised in a traveling company of acrobats, puppeteers, and musicians that crossed the roads between market towns. Merrin was never the strongest performer or the most graceful dancer, but they possessed a strange gift for noticing things others missed. They could predict when a thrown knife would fall, which audience member was about to faint, and exactly when a heckler would shout. The company called it stage instinct. Merrin eventually learned that the instinct came from fragments of magical insight, glimpses of possible futures that flashed across their mind like reflections in broken glass. A retired diviner named Old Sava saw the talent beneath Merrin's poor memory for arcane theory and took them on as an apprentice. Merrin's spellwork remains awkward, slow, and heavily dependent on notes, diagrams, and rehearsed gestures, but their visions are remarkably precise. Now Merrin travels as both entertainer and adventuring wizard, using spectacles, juggling routines, and false predictions to conceal genuine prophecy. They seek the source of the visions that first appeared during a performance years ago, certain that something, or someone, has been watching the company from the future.
“Merrin was never the strongest performer or the most graceful dancer, but they possessed a strange gift for noticing things others missed.”
- Background
- Entertainer
Connections
Species
Human
Media
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