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Kujarn of the Hallofeir - AI-generated fantasy Character

Kujarn of the Hallofeir

Human · Bard (College of Valor) · Level 15 · Outlander

Kujarn of the Hallofeir

Kujarn is charming, irreverent, and openly protective of the frightened or outnumbered.
AC16
HP123/123
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 123 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeApproximately 38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons from College of Valor proficiency,
Longbow from College of Valor proficiency

Tools

Three musical instruments: war drum, horn, and skaldic harp,
Hunting trap

Languages

Common,
Giant

Features

22 features

Action

  • Extra AttackLevel 6

    When Kujarn takes the Attack action.

    Use an action to make two weapon attacks, usually with his longbow.

  • CountercharmLevel 13

    Kujarn can use an action to begin a performance lasting up to 1 minute. Friendly creatures within 60 feet that can hear him gain advantage on saving throws against being frightened or charmed, and gain temporary hit points equal to his bard level when the performance begins.

Bonus action

  • Bardic Inspiration

    When A creature within 60 feet can hear Kujarn and has an unspent Bardic Inspiration die available.

    Use a bonus action to inspire one creature within 60 feet that can hear him. It gains one d12 Bardic Inspiration die for 10 minutes.

  • Battle MagicLevel 14

    When Kujarn casts a bard cantrip using his action.

    After casting a bard cantrip as an action, make one weapon attack as a bonus action.

Reaction

  • Combat InspirationLevel 3

    When An ally bearing Kujarn's Bardic Inspiration die is hit by an attack.

    Use a reaction to add a Bardic Inspiration die to an ally's AC against an attack that hits it.

Always on

  • Bardic Inspiration, d12Level 1

    Kujarn can inspire an ally who can hear him within 60 feet. The ally gains one Bardic Inspiration die, a d12 at this level, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw.

  • Song of Rest, d12Level 1

    Kujarn can use music or oration to counter fear and charm. Creatures within 30 feet that can hear him gain advantage on saving throws against being frightened or charmed, and can repeat a saving throw against those effects at the end of their turns.

  • SpellcastingLevel 1

    Kujarn is proficient with three musical instruments of his choice, the war drum, horn, and skaldic harp.

  • Jack of All TradesLevel 2

    Kujarn can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.

  • Font of InspirationLevel 5

    Kujarn can regain expended Bardic Inspiration uses after a short or long rest.

  • Additional Magical SecretsLevel 10

    Kujarn gains proficiency in three additional skills of his choice, Arcana, Perception, and Persuasion.

  • Magical SecretsLevel 10

    Kujarn can choose two spells from any class spell list. These spells count as bard spells for him and are included in his spell list.

  • Magical SecretsLevel 14

    Kujarn can choose two additional spells from any class spell list. These spells count as bard spells for him and are included in his spell list.

  • Superior InspirationLevel 15

    Kujarn can use Bardic Inspiration when he rolls initiative if he has no uses remaining. Once he uses this feature, he cannot do so again until he finishes a short or long rest.

  • College of Valor ProficienciesLevel 3

    Kujarn gains proficiency with medium armor, shields, and martial weapons.

  • Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Extra LanguageHumanOne additional language, Giant.
  • TraitHumanProficiency in one additional skill, Intimidation.
  • TraitHumanHuman versatility grants broad competence across physical, mental, and social abilities.
  • WandererOutlander

    Kujarn has an excellent memory for maps, terrain, landmarks, and natural geography. 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. Kujarn of the Hallofeir casts with Charisma (spell save DC 17, 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:

Gear

11 items

Weapons

  • Longbow
    A longbow made from dark ash wood, carried as naturally as a walking staff.
  • Rapier
    A simple but finely balanced melee weapon used when foes close the distance.
  • Dagger
    A curved hunting knife with a bone grip.

Armor

  • Scale mail
    Battered medium armor of overlapping metal plates sewn to leather, decorated with orange cord.
  • Shield
    A sturdy shield bearing a faded Hallofeir sun-mark.

Tools

  • 3×
    Musical instruments
    A skaldic harp, horn, and war drum used for performance and spellcasting.

Gear

  • 20×
    Arrows
    Arrows carried in a reinforced leather quiver.
  • Explorer's pack
    A worn explorer's pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Outlander gear
    A fur-lined cloak, a hunting trap, a tribal trophy, a traveler's staff, and clothing suited to harsh weather.
  • Tribal keepsake
    A cracked amber pendant from the Hallofeir, polished smooth by years of anxious touching.

Purse

  • 15×
    Gold pieces
    Coins saved from years of travel and paid performances.

Appearance

Kujarn is a broad-shouldered human man with weathered features, dark stubble, and an undercut of ash-brown hair swept back from his face. He wears black Norse-style leather beneath battered scale mail, with bright orange stitching, cord, and warpaint sweeping boldly across both eyes. His longbow is kept within easy reach, and a cracked amber pendant from the Hallofeir tribe hangs at his throat. The pendant is polished smooth only where his thumb has worried it for years. He carries himself like a warrior who learned to smile before he learned to trust.

Mannerisms

Kujarn speaks with a warm, rolling cadence that becomes almost musical when he is angry. While thinking, he rubs the smooth place on his amber pendant, then catches himself and straightens his posture. Before a dangerous plan, he quietly taps a three-beat rhythm against his bow case.

Personality

Kujarn is charming, irreverent, and openly protective of the frightened or outnumbered. He tells stories while traveling, remembers the names of servants and guards, and treats every campfire as a chance to make strangers into comrades. Beneath the humor is a watchful survivor who measures exits, weather, and loyalties without appearing to do so.

Ideals

Freedom. No ruler, priest, or conqueror has the right to decide which people deserve to remember their own names. Every person should be free to choose their path, and every oppressed community deserves a voice.

Bonds

The Inderfrey Purge shattered the Hallofeir. Kujarn survived by leading a handful of children and elders through a ravine while the settlement burned behind them. He has spent years wandering from frontier hold to frontier hold, searching for surviving Hallofeir and collecting proof of what happened. His songs are not merely entertainment. They are testimony, warning, and a promise that the tribe will not be erased.

Flaws

Kujarn cannot leave a tyrant's cruelty unanswered, even when retreat would save lives. He also distrusts comfortable leaders and has a habit of assuming that every promise conceals a knife.

Quirks

He gives every campfire a name and insists it deserves a final song before being extinguished.
He collects unusual arrow fletchings and can identify their makers by touch.
He compliments an opponent's technique immediately before trying to defeat them.
He never sits with his back to an open doorway.
He taps a three-beat rhythm whenever he is concealing fear.

Background

Kujarn was born among the Hallofeir, a hard-traveling human tribe whose songs were kept as carefully as their winter stores. He learned the bow before he learned courtly manners, but the tribe's skalds taught him that a well-timed story could turn enemies aside more surely than an arrow. He became both scout and singer, guiding hunting parties through frozen passes while preserving the names and deeds of the dead in a deep, carrying voice.

Background
Outlander

Connections

Species

Human

Media

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