Avery Evermore
Avery Evermore
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAction
- Breath WeaponDragonbornAvery can use an action to exhale lightning in a 5-by-30-foot line. Each creature in the area must make a DC 10 Dexterity saving throw, taking 2d6 lightning damage on a failed save or half as much on a successful one. After using this trait, Avery must finish a short or long rest before using it again.
Bonus action
- Bardic Inspiration (d6)Level 1
Avery can inspire an ally with stirring words or music. As a bonus action, one creature within 60 feet that can hear Avery gains one Bardic Inspiration die, a d6, to add to one ability check, attack roll, or saving throw made within the next 10 minutes. Avery can use this feature a number of times equal to their Charisma modifier, minimum once, and regain all expended uses after a long rest.
Always on
- SpellcastingLevel 1
Avery can cast bard spells using Charisma as their spellcasting ability. They know two cantrips and four 1st-level bard spells, and can use a musical instrument as a spellcasting focus.
- Draconic AncestryDragonbornAvery's ancestry is bronze dragon, granting lightning damage for their breath weapon and lightning resistance.
- Damage ResistanceDragonbornAvery has resistance to lightning damage.
- LanguagesDragonbornAvery can speak, read, and write Common and Draconic. Their guild background also grants one additional language.
- Guild MembershipGuild Artisan
Avery knows how to find a guild hall, workshop, or fellow artisan almost anywhere, and can secure modest lodging and support from guild members when necessary. Guild members will provide food and lodging if needed, though Avery is expected to pay their share or contribute through their craft.
Spells
6 spellsSpellcasting. Avery Evermore casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
8 itemsWeapons
- DaggerA light martial weapon with a curved blade, useful for self-defense and cutting through brush.
- DaggerA second dagger balanced for throwing or close combat.
Armor
- Leather armorA finely made leather cuirass and matching protective pieces, suitable for travel and performance.
Tools
- LuteA polished lute with a warm, resonant tone. Avery uses it as both a performance instrument and spellcasting focus.
- Guild artisan's toolsA small collection of bright stones, colored glass, and inexpensive metal charms Avery uses for decoration and trade.
Gear
- Diplomat's packA diplomat's pack containing a chest, two cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Letter of introductionA guild letter of introduction and proof of membership.
Purse
- 15×Gold piecesA modest purse of coins remaining after Avery's charitable gifts and travel expenses.
Appearance
Avery is a broad-shouldered dragonborn with burnished bronze scales that fade to deep green along the forearms and tail. Their swept-back horns are decorated with small brass rings and polished gemstones, while their bright amber eyes are quick to notice beauty in both crafted objects and wild places. Avery favors richly patterned waistcoats, colorful scarves, and sturdy leather boots, combining guild-made finery with practical traveling clothes. Their hands show the faint roughness of years spent tuning instruments, carving small decorative pieces, and working with leather. Within minutes of meeting them, most people notice Avery repeatedly adjusting the jeweled clasp of their scarf whenever they are thinking.
Mannerisms
Avery speaks with expressive hand gestures, lightly taps rhythms against nearby surfaces, and adjusts the jeweled clasp of their scarf whenever they are nervous or concentrating. When listening to someone in distress, they lean forward and hum softly in acknowledgment.
Personality
Warm, encouraging, and naturally curious, Avery treats strangers like friends they have not met properly yet. They are quick to offer a song, a clever repair, or a small gift, and they find genuine delight in unusual craftsmanship and the sounds of the wilderness. Avery dislikes cruelty and condescension, especially toward the poor, but their optimism can make them underestimate danger or assume that everyone can be reached through kindness.
Ideals
Beauty should be shared, not hoarded. Every person deserves moments of joy, and art is most valuable when it reaches those who need hope.
Bonds
The first lute Avery ever repaired belonged to their mentor, and they carry it still. They are determined to preserve the mentor's workshop and keep its doors open for poor or overlooked apprentices.
Flaws
Avery is easily distracted by anything shiny, beautifully patterned, or artistically unusual, even when caution would be wiser. They also struggle to refuse requests for help, which can leave them exhausted, underpaid, or entangled in other people's problems.
Quirks
Background
Avery Evermore was raised among artisans who treated music as both craft and community service. Their family worked with leather, metal, and dyed cloth, but Avery was always drawn to the songs that filled the workshop at the end of the day. They learned to play a small lute from an aging instrument maker, then began composing cheerful melodies for market days, guild celebrations, and neighborhood children who could not afford formal lessons. Their dragonborn heritage made them memorable, but Avery discovered that a warm song and a helping hand made people remember them fondly rather than fearfully. As Avery's reputation grew, they joined the local guild and became known for turning discarded materials into beautiful instruments and ornaments. They donate much of their earnings to shelters, soup kitchens, and struggling apprentices, though they still have a weakness for glittering jewels and unusual fabrics. Avery eventually left home to travel, believing that every town has a story worth singing and someone who needs encouragement. They seek rare sounds in the natural world, from wind through ancient branches to the calls of mountain birds, hoping to weave those melodies into music that reminds people that kindness is a form of strength.
“Their family worked with leather, metal, and dyed cloth, but Avery was always drawn to the songs that filled the workshop at the end of the day.”
- Background
- Guild Artisan
Connections
Species
Dragonborn
Media
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