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Veyr Ashenwind - AI-generated fantasy Character

Veyr Ashenwind

Human · Bard (College of Whispers) · Level 20 · Outlander

Veyr Ashenwind

Dark, brooding, and intensely observant.
AC14
HP153/153
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 153 · 30 ft.
AlignmentChaotic GoodGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Poisoner's kit,
Flute or ocarina

Languages

Common,
Giant

Features

27 features

Action

  • Mantle of WhispersLevel 6

    He can use an action to create a magical identity for one humanoid for 1 hour, allowing him to assume that creature's appearance and memories well enough to deceive casual observers. He can maintain only one stolen identity at a time.

Reaction

  • Counterspell

    When A creature within 60 feet casts a spell

    He can use a reaction to cast Counterspell when a creature within 60 feet casts a spell.

Always on

  • Psychic BladesLevel 3

    When On hitting a creature with a weapon attack

    When he hits with a weapon attack, he can expend one Bardic Inspiration die to deal an extra 3d6 psychic damage once per turn.

  • Words of TerrorLevel 3

    When After speaking privately with a humanoid for 1 minute

    He can frighten a humanoid after speaking privately with it for at least 1 minute and forcing a failed Wisdom saving throw.

  • Steel Wind Strike

    When As an action

    He can cast Steel Wind Strike, making a ranged spell attack against up to five creatures and dealing 6d10 force damage on a hit.

  • Bardic Inspiration, d12Level 1

    He can use a musical performance to inspire an ally who can hear him. The ally can add 1d12 to one ability check, attack roll, or saving throw made within 10 minutes. He can use this feature 5 times per long rest, because his Charisma modifier is +1 and the bard feature normally grants uses equal to Charisma modifier, increased by Font of Inspiration at level 5. This character's Bardic Inspiration uses are therefore 1 per short or long rest.

  • Jack of All TradesLevel 2

    He can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus. This grants a +3 bonus to applicable checks.

  • Song of Rest, d12Level 2

    He can use music to soothe wounded allies during a short rest. Any friendly creatures who hear the performance regain an extra 1d12 hit points when spending Hit Dice.

  • ExpertiseLevel 3

    He gains expertise in two proficient skills. He has expertise in Deception and Stealth, doubling his proficiency bonus for those skills.

  • Bard College, College of WhispersLevel 3

    He chooses the College of Whispers, gaining Psychic Blades, Words of Terror, and proficiency with the disguise kit and poisoner's kit.

  • Ability Score ImprovementLevel 4

    He gains an Ability Score Improvement or feat. He increases Dexterity by 2, raising it from 18 to 20.

  • Font of InspirationLevel 5

    He regains all expended uses of Bardic Inspiration after a short or long rest.

  • Ability Score Improvement, ActorLevel 8

    He gains an Ability Score Improvement or feat. He chooses the Actor feat, gaining +1 Charisma, proficiency in Deception if he lacked it, and the ability to mimic voices and sounds after hearing them.

  • Ability Score ImprovementLevel 12

    He gains an Ability Score Improvement or feat. He increases Charisma by 2, raising it from 14 to 16.

  • CountercharmLevel 6

    He can use his action to begin a performance that lasts until the end of his next turn. During that time, friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed, and can immediately repeat a saving throw against either condition.

  • Ability Score Improvement, Shadow TouchedLevel 16

    He gains an Ability Score Improvement or feat. He chooses the Shadow Touched feat, increasing Wisdom by 1, raising it from 11 to 12, and learning Invisibility and one 1st-level illusion or necromancy spell, chosen as False Life.

  • Magical SecretsLevel 10

    He gains two spells from any classes. He learns Counterspell and Steel Wind Strike as Magical Secrets.

  • Magical SecretsLevel 14

    He gains two spells from any classes. He learns Find Greater Steed and Wall of Force as Magical Secrets.

  • Magical SecretsLevel 18

    He gains two spells from any classes. He learns Simulacrum and Wish as Magical Secrets.

  • Ability Score ImprovementLevel 19

    He gains an Ability Score Improvement or feat. He increases Charisma by 2, raising it from 16 to 18.

  • Superior InspirationLevel 20

    When he rolls initiative and has no uses of Bardic Inspiration remaining, he regains one use.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • TraitHumanMedium size
  • TraitHumanWalking speed of 30 feet
  • TraitHumanOne extra language, Giant
  • TraitHumanHuman adaptability and versatility
  • WandererOutlander

    He has an excellent memory for maps, terrain, and landmarks, and can always recall the general layout of natural environments he has traveled through. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

22 spells

Spellcasting. Veyr Ashenwind casts with Charisma (spell save DC 18, 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): , , , ,

6th level (1 slot):

7th level (1 slot): ,

8th level (1 slot): no spells

9th level (1 slot):

Gear

12 items

Weapons

  • Rapier
    A finely balanced rapier carried beneath his dark coat. He uses it as a final punctuation to his songs.
  • Dagger
    A compact dagger hidden in an inner sleeve.

Armor

  • Leather armor
    Soft, dark leather armor which he owns but generally does not wear, preferring unarmored mobility.

Tools

  • Ocarina
    A small ocarina-like wind instrument with a hollow, haunting tone. It replaces the usual bardic lute and is the focus of his manipulative performances.
  • Disguise kit
    A disguise kit and poisoner's kit gained from the College of Whispers.
  • Poisoner's kit
    A poisoner's kit gained from the College of Whispers.

Gear

  • Diplomat's pack
    A diplomat's pack containing a chest, two cases for maps and scrolls, a set of fine clothes, an ink bottle, an ink pen, a lamp, two flasks of oil, five sheets of paper, a vial of perfume, sealing wax, and soap.
  • Staff
    A sturdy walking staff used for travel and as a symbol of his years on the road.
  • Hunting trap
    A practical hunting trap for catching small game or protecting a campsite.
  • Trophy from a slain animal
    A preserved trophy taken from a dangerous creature he defeated in the wilderness.
  • Traveler's clothes
    Rugged clothing suitable for long travel through wild country.

Purse

  • 10×
    Gold pieces
    Coins carried in a belt pouch.

Appearance

A white human male with dark brown hair, dark brown eyes, and a short, well-kept beard. He wears a dark, close-fitting outfit of layered cloth and leather, resembling a rogue's clothing rather than armor. His hood hangs low around his face, and a subtle dark glow rests in his eyes when he fixes his attention on someone. He carries a small ocarina-like wind instrument rather than a guitar or lute. His movements are quiet and deliberate, and his expression is usually brooding, guarded, and faintly angry.

Mannerisms

He taps a slow rhythm against his thumb whenever someone lies. Before entering a dangerous place, he breathes through his nose as though tuning an unseen instrument. When speaking to an enemy, he leans slightly closer instead of raising his voice, making every word feel private and threatening.

Personality

Dark, brooding, and intensely observant. Veyr speaks in a low, controlled voice and treats conversation as a contest of hidden motives. He is not cruel for pleasure, but he has little patience for mercy that leaves predators free to strike again. Around the helpless, his anger becomes protective. Around allies, he remains distant, convinced that closeness is another form of vulnerability.

Ideals

Freedom. No one should be forced to become what others demand of them. He will break chains, traditions, and tyrannies, even when doing so creates dangerous chaos.

Bonds

He will hunt down the raiders and the hidden masters who destroyed his home, even if the trail leads into the darkest places in the world.

Flaws

He assumes every kindness conceals a leash. He is quick to manipulate, slow to forgive, and sometimes lets anger decide what justice should look like. He refuses to admit that he wants companionship, so he sabotages relationships before others can leave him.

Quirks

He names every road he travels, even when no map does.
He collects fragments of broken instruments from places where people died.
He never plays the same melody twice for the same person.
He sleeps facing the nearest exit.
He whistles softly when angry, but stops the instant anyone notices.

Background

He was born beneath a sky without stars, in a remote settlement where the wind carried voices farther than any road. From the moment he could breathe, he could shape the air into impossible notes. His family called it a blessing, but the elders called it an omen. They placed an ocarina in his hands before he could properly speak and taught him songs that were not meant to entertain. The melodies calmed beasts, stirred memories, and left listeners staring blankly into the distance. He learned early that the music inside him was not a gift he had chosen. It was an inheritance forced upon him. When his village was destroyed by raiders, he discovered that the elders had hidden the truth. His birthright was tied to an ancient tradition of voice magic used to bend enemies before killing them. He rejected the ceremonial performances and left with only his wind instrument, a staff, and the clothes on his back. Since then, he has walked alone through forests, ruins, and borderlands, using the roads as hunting grounds. He does not inspire companions with cheerful songs. Instead, he studies the fears of those who threaten the helpless, twists their senses with whispered melodies, and lets their own confusion become their downfall. Though his methods are grim, he still protects the innocent, especially wanderers and exiles who remind him of himself.

“From the moment he could breathe, he could shape the air into impossible notes.”
From their backstory
Background
Outlander

Connections

Species

Human

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