Avelona Hegedű
Avelona Hegedű
Sheet
AC 11 · HP 78 · 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
Armor
Weapons
Tools
Languages
Features
25 featuresReaction
- Cutting Words
When A creature within 60 feet makes an attack roll, ability check, or damage roll
As a reaction, subtract one Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.
- Peerless SkillLevel 14
When a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, you can use your reaction to expend one use of Bardic Inspiration and subtract the die roll from the creature's result. The creature is immune if it cannot hear you or is immune to being charmed.
Always on
- Bardic Inspiration
When Bonus action
Choose one creature within 60 feet that can hear you. It gains a d12 Bardic Inspiration die for 10 minutes.
- CountercharmLevel 6
When Action
Grant nearby allies advantage on saving throws against being frightened or charmed, or end one such effect on a friendly creature.
- Inspired Intervention
When When a creature with Bardic Inspiration makes an eligible roll
Add a Bardic Inspiration die to an ability check, attack roll, or saving throw after seeing the roll but before knowing the outcome.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus for bard spells.
- Bardic Inspiration, d12Level 1
You can inspire others through stirring words or music. A creature that hears you gains one d12 Bardic Inspiration die, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw. You can use this feature 5 times per long rest.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.
- Font of InspirationLevel 5
You regain all expended uses of Bardic Inspiration when you finish a short or long rest.
- ExpertiseLevel 10
Choose two skill proficiencies. Your proficiency bonus is doubled for any ability check using either chosen proficiency. Expertise applies to History and Persuasion.
- Magical SecretsLevel 10
You can choose two spells from any class, including this one. The chosen spells count as bard spells for you. The chosen spells are counterspell and wall of force.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another eligible feat at this level. This character retains the provided ability scores and has not specified a separate feat choice.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another eligible feat at this level. This character retains the provided ability scores and has not specified a separate feat choice.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another eligible feat at this level. This character retains the provided ability scores and has not specified a separate feat choice.
- Additional Magical SecretsLevel 6
You learn three additional cantrips from any class. These cantrips count as bard spells for you.
- Magical SecretsLevel 14
You can choose two spells from any class, including this one. The chosen spells count as bard spells for you. The chosen spells are find greater steed and mass suggestion.
- Bonus ProficienciesLevel 3
You gain proficiency with three skills of your choice. Chosen skills are History, Insight, and Persuasion.
- Additional Magical SecretsLevel 6
You learn three additional spells from any class. These spells count as bard spells for you. Chosen spells are guidance, mage hand, and minor illusion.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, with every variety found among them.
- SizeHumanHumans vary widely in height and build. Your size is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- Position of PrivilegeNoble
People of standing are inclined to accept the character as a member of the upper class. They can secure an audience with local nobles if necessary, and common folk make every effort to accommodate them and avoid their displeasure.
Spells
25 spellsSpellcasting. Avelona Hegedű casts with Charisma (spell save DC 16, 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): ,
Gear
8 itemsWeapons
- RapierA finely made light weapon suitable for both formal duels and practical defense.
Armor
- Leather armorStudded leather armor tailored for courtly travel.
Gear
- LuteA polished wooden lute with discreet heraldic inlay, used as both instrument and spellcasting focus.
- Diplomat's packA diplomatic travel kit containing writing materials, seals, maps, ink, parchment, tinder, and provisions.
- Fine clothesFine but restrained clothing appropriate for court appearances and formal negotiations.
- Signet ringA signet ring proving membership in the Hegedű family.
- Scroll of pedigreeA sealed scroll recording the character's lineage and noble standing.
Purse
- 25×Gold piecesInherited spending money and diplomatic emergency funds.
Appearance
A poised, slender human with olive-brown skin, close-cropped dark hair threaded with silver, and attentive gray-brown eyes. They dress in immaculate but practical diplomatic attire beneath a finely cut leather coat, with a silver signet ring and a blue silk sash bearing their family's modest heraldic colors. Their hands are unusually distinctive, long-fingered and carefully maintained but marked by faint ink stains, calluses along the fingertips, and the softened wear of years spent writing treaties, playing lute, and handling sealed documents. Before speaking, they pause to inhale through the nose and lightly tap one finger against their signet ring, as if allowing lesser minds time to catch up.
Mannerisms
Avelona pauses for a measured breath before answering, especially when irritated. They tap their signet ring while thinking, smooth the corner of any document within reach, and lower their voice rather than raise it when angry. In conversation, they make brief eye contact with everyone present, then focus on the person whose consent actually matters.
Personality
I am unfailingly courteous, meticulously prepared, and privately astonished that anyone else has survived this long without a filing system. I prefer negotiation to violence, but I am not sentimental about the difference between a reasonable compromise and surrender dressed in polite language.
Ideals
Order. Civilization survives because agreements are honored, laws are understood, and someone competent is willing to do the tedious work of enforcing both. Mercy without structure is only another form of negligence.
Bonds
My family's name may be minor, but I will make it synonymous with honest service. I am also bound to the surviving members of the first peace mission I led, and I will not allow the conspiracy that ruined it to vanish into polite history.
Flaws
I assume incompetence before evidence and often speak to powerful people as though they are particularly slow students. I cannot resist correcting an inaccurate statement, even when doing so is tactically disastrous. I am also deeply uncomfortable when events do not yield to preparation, procedure, or a well-worded argument.
Quirks
Background
Avelona Hegedű was born into a minor human noble family whose influence rested less on land than on contracts, marriages, and the ability to make themselves useful to greater powers. Their parents recognized early that Avelona possessed two dangerous talents: an excellent memory and an almost supernatural patience for listening to fools explain themselves. They were educated in heraldry, law, history, rhetoric, music, and the careful etiquette of refusing a request without making the refusal sound like one. By adulthood, they had become their family's diplomatic representative, carrying letters between rival courts, negotiating trade concessions, and preventing three small wars that everyone else had considered inevitable. Their career changed when a border dispute revealed that both sides had been manipulated by a wealthy consortium seeking access to an ancient road. Avelona uncovered the scheme through fragments of song, contradictory genealogies, and a ledger hidden inside a ceremonial instrument. The resulting scandal made them enemies among powerful people, but it also drew the attention of adventurers and scholars who needed someone capable of navigating courts, cults, and impossible personalities. Avelona joined them because the wider world was clearly full of idiots, and because leaving diplomacy to amateurs seemed morally irresponsible. They now travel as a College of Lore bard, collecting secrets, exposing corruption, and treating every monster, monarch, and mercenary as a negotiating partner who has not yet understood the terms.
“Their career changed when a border dispute revealed that both sides had been manipulated by a wealthy consortium seeking access to an ancient road.”
- Background
- Noble
Connections
Species
Human
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