Aren Vey
Aren Vey
Sheet
AC 14 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Bardic Inspiration (d6)Level 1
You can inspire others through stirring words or music. As a bonus action, choose one creature other than yourself within 60 feet that can hear you. It gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.
Always on
- Dissonant Whisper
When A creature within 60 feet that can hear you
You whisper a discordant phrase that assaults one creature's mind. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from you. The target does not move into obviously dangerous ground.
- Sleep Melody
When A group of creatures within 90 feet
You play a soft, nearly inaudible sequence that clouds the minds of creatures in a 20-foot radius sphere. Creatures with the lowest hit points are affected first, falling unconscious if they fail their saving throws and are within the spell's hit point limit.
- Compelling Suggestion
When A humanoid within 30 feet that can hear you
You speak a magically persuasive sentence to a humanoid that can hear you. It must succeed on a Wisdom saving throw or regard you as a friendly acquaintance for the duration, though the spell ends if you or your companions harm it.
- Tasha's Hideous Laughter
When A creature within 30 feet that can hear you
You release a warped melody that assaults one creature's mind. On a failed Wisdom saving throw, it becomes incapacitated and its speed becomes 0 while it suffers from hysterical laughter, repeating the saving throw at the end of each turn.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know two bard cantrips and four 1st-level bard spells. You can use a musical instrument as a spellcasting focus for your bard spells.
- DarkvisionHalf-ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
- Fey AncestryHalf-ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- Skill VersatilityHalf-ElfYou gain proficiency in two skills of your choice, Acrobatics and Religion.
- Ability Score IncreaseHalf-ElfYour Charisma score increases by 2, and two other ability scores of your choice increase by 1. Dexterity and Constitution were chosen.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the exact location of the network or its members.
Spells
6 spellsSpellcasting. Aren Vey casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- DaggerA narrow, well-balanced blade kept hidden beneath his cloak.
- DaggerA second dagger used as a backup weapon and disguised tool.
Armor
- Leather armorA dark, fitted leather jerkin worn beneath his clothing. It is functional but visually concealed rather than displayed as armor.
Tools
- Bone ocarinaA specially crafted ocarina made from dark ceramic and polished bone. It functions as a musical instrument and spellcasting focus.
- Gaming setA marked set of loaded bone dice used to establish his criminal background.
Gear
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Dark traveler's cloakA black hooded cloak with hidden inner pockets.
- Dark common clothesA set of common clothes altered into a dark, rogue-like outfit.
- Belt pouchA small pouch containing the remnants of his criminal earnings.
Purse
- 15×Gold piecesCoins saved from illegal work and performances.
Appearance
A pale, white-skinned half-elf man with sharp cheekbones, dark brown hair, and a lean, wiry build. His eyes are gray in daylight but show a subtle dark purple glow when he uses magic or focuses on a target. He wears a dark charcoal shirt, fitted black trousers, soft leather boots, fingerless gloves, and a hooded travel cloak. His leather armor is concealed beneath his clothing. A small bone ocarina hangs at his throat on a black cord, and he keeps one hand near it whenever danger approaches.
Mannerisms
He rarely answers a question immediately. Instead, he studies the speaker's mouth, breathes out through his nose, and gives a response that sounds half a note too calm. When walking, he keeps a steady rhythm with his thumb against the side of his ocarina.
Personality
Aren is quiet, severe, and observant. He speaks with measured precision, rarely raises his voice, and treats conversation like a duel in which the first person to reveal genuine emotion loses. He is not needlessly cruel, but he is perfectly willing to exploit fear, vanity, guilt, or confusion when doing so gives him control of a situation.
Ideals
Autonomy. No prophecy, bloodline, patron, or family has the right to decide what a person becomes. Freedom is worth any cost, even if the price is loneliness.
Bonds
He is hunting the noble family that tried to purchase him as a living magical curiosity, and he will destroy every record of his birth and supposed destiny.
Flaws
He assumes every kindness conceals a price, and he would rather sabotage a genuine alliance than risk owing someone loyalty. When angry, he deliberately uses his magic to make people doubt their own memories.
Quirks
Background
Aren Vey was born during a funeral procession, while a blind midwife sang an old mourning hymn outside the family crypt. The song stopped when Aren took his first breath, then resumed in a different key. His mother believed the omen meant he had been chosen by fate. His father, a traveling musician, recognized something more troubling. Aren could reproduce any melody after hearing it once, and people became unnaturally quiet when he sang. By childhood, his voice could soothe fevers, stir grief, and make strangers confess things they had sworn to keep secret. His family called it a blessing. Aren called it a leash. He fled before adulthood, abandoning the respectable performances arranged for him and taking work among thieves, smugglers, and assassins. There, he learned to use music as a weapon rather than entertainment. His ocarina is made from the polished finger bone of a dead criminal who once tried to sell him to a noble collector. Aren now travels alone, finding targets on lonely roads and turning their own minds against them with whispered magic, unsettling melodies, and carefully chosen lies. He does not seek applause, companionship, or redemption. He seeks the moment when someone realizes that the voice guiding their final decision was never their own.
“The song stopped when Aren took his first breath, then resumed in a different key.”
- Background
- Criminal
Connections
Species
Half-Elf
Media
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