Kellan Vale
Kellan Vale
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Bardic InspirationLevel 1
When An ally can see or hear Kellan and needs a boost before or after a D20 Test.
A bonus-action burst of encouragement that can turn a failure into a success with a burst of stylistic bravado.
- Lucky Break
When Kellan wants advantage, or wants to hinder an attack against him.
A whisper of impossible probability, represented in play by his Luck feature and in the story by his unseen Stand manipulating the odds around him.
- SpellcastingLevel 1
You can cast spells through your bardic arts. You know two Bard cantrips of your choice, and you prepare four 1st-level Bard spells of your choice. You have two 1st-level spell slots, which you regain when you finish a Long Rest. Your spellcasting ability for Bard spells is Charisma.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest.
- TraitHumanSkillful, you gain proficiency in one skill of your choice.
- TraitHumanVersatile, you gain an Origin feat of your choice.
- Species Origin FeatHumanSkilled
- LuckyWayfarer
You can usually find a place to rest, trade information, or get directions among travelers, street urchins, and other people who live by their wits. Folk who share your rough road are often willing to offer a lead, a hiding place, or a small favor.
Spells
6 spellsSpellcasting. Kellan Vale casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA well-balanced dueling blade he flourishes like a stage prop.
- DaggerA small blade kept in a boot sheath, useful for utility and surprises.
- DaggerA second small blade carried for emergencies.
Armor
- Leather ArmorA leather coat that has been fitted under the belts and pouches of a wanderer.
Tools
- Thieves' ToolsA set of thieves' tools for locks, traps, and intricate mechanisms.
- Gaming SetA gaming set favored for card tricks and improvised wagers.
Gear
- Entertainer's PackA traveling pack with costumes, a mirror, lantern, oil, rations, tinderbox, bedroll, backpack, pouches, and waterskin, suited to a wandering performer.
- Traveler's ClothesA set of travel-worn clothes marked by dust, sun, and long roads.
Purse
- 16×Gold PiecesLoose coins and desert trade silver.
Appearance
An athletic human man with windswept dark hair, a playful grin, and a dramatic, manga-bright sense of style. He wears a green cloak over layered brown leather belts, pouches, and strange little gadgets, plus a feathered hat that catches the light like a stage prop. His clothes are dusted with desert sand and trimmed in vivid accents, as if he stepped out of a duel panel and into the ruins of an ancient sun-bleached city.
Mannerisms
He flicks invisible dust from his sleeves before speaking, rolls coins across his knuckles when thinking, and steps into every confrontation as if he is already striking a finishing pose. When he senses danger, he tilts his head as though listening to music only he can hear.
Personality
Playful, stylish, and oddly polite in the middle of chaos, Kellan treats danger like a conversation he intends to win with wit. He is generous with praise, impossible to rattle, and always looking for the dramatic angle in any situation.
Ideals
Freedom. No tyrant, prophecy, or ancient machine should decide a person's path. Luck is real, but so is nerve, and he intends to prove that courage can steer chance.
Bonds
He keeps the broken compass and the marked cards that first accompanied his Stand, and he believes both are keys to finding the ruins where his old caravan vanished.
Flaws
He cannot resist turning a dangerous situation into a showy gamble, even when the safe choice is obvious. If someone claims fate is fixed, he becomes reckless just to prove the universe can be embarrassed.
Quirks
Background
Kellan Vale was born in a caravan that crossed the red deserts between fallen kingdoms, where old roads cut through newer lies. As a child, he learned to read the horizon by sand drift, to pick locks with wire and patience, and to smile while bluffing for time. When a buried ruin collapsed around his crew, Kellan emerged alone with a broken compass, a stack of strange marked cards, and the impossible feeling that something unseen had started following him. That invisible companion soon revealed itself in moments of near disaster, a humanoid Stand dressed in black and gold armor, its body strewn with golden stars and casino symbols. It never spoke aloud, yet Kellan always sensed its verdict in the air before luck turned. He learned to fight with swagger and rhythm, treating battle like a performance where every feint, flourish, and lucky break mattered. Now he roams from ruin to ruin chasing relics, debts, and the truth of where his strange guardian came from, all while grinning like he already knows how the scene ends.
“As a child, he learned to read the horizon by sand drift, to pick locks with wire and patience, and to smile while bluffing for time.”
- Background
- Wayfarer
Connections
Species
Human
Media
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