Sura Brightplume
Sura Brightplume
Sheet
AC 18 · HP 53 · 25 ft. walking, 50 ft. flyingSaving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Second WindLevel 1
As a bonus action, she can regain 1d10 + 7 hit points. She must finish a short or long rest before using this feature again.
Always on
- Menacing Attack
When After hitting a creature with a weapon attack
When she hits a creature with a weapon attack, she can expend one superiority die to attempt to frighten it. The target must succeed on a DC 15 Wisdom saving throw or be frightened of her until the end of her next turn. She adds the superiority die to the attack's damage roll.
- Riposte
When A creature misses her with a melee attack
When a creature misses her with a melee attack, she can use her reaction and expend one superiority die to make a melee weapon attack against that creature. If she hits, she adds the superiority die to the attack's damage roll.
- Trip Attack
When After hitting a creature with a weapon attack
When she hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. The target must succeed on a DC 15 Strength saving throw or fall prone. She adds the superiority die to the attack's damage roll.
- Fighting Style: DefenseLevel 1
She adopts the Defense fighting style, gaining a +1 bonus to AC while wearing armor.
- Action SurgeLevel 2
She can take one additional action on her turn. She must finish a short or long rest before using this feature again.
- Combat SuperiorityLevel 3
She gains four d8 superiority dice, which are expended to fuel maneuvers and regained when she finishes a short or long rest. Her maneuver save DC is 15, calculated as 8 + proficiency bonus + Strength modifier.
- ManeuversLevel 3
She learns three Battle Master maneuvers: Menacing Attack, Riposte, and Trip Attack.
- Student of WarLevel 3
She gains proficiency with disguise kit and one musical instrument, the hand drum, from her martial training and performance career.
- Extra AttackLevel 5
She can make two attacks, instead of one, whenever she takes the Attack action on her turn.
- Ability Score ImprovementLevel 4
She increases her Strength score by 2, raising it from 15 to 17.
- Ability Score ImprovementLevel 6
She increases her Dexterity score by 2, raising it from 16 to 18.
- Know Your EnemyLevel 7
By spending 1 minute observing or interacting with another creature outside combat, she can learn whether it is superior, equal, or inferior to her in two characteristics chosen from Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels if any, or fighter class levels if any.
- Ability Score IncreaseAarakocraDexterity increases by 2 and Wisdom increases by 1.
- FlightAarakocraShe has a flying speed of 50 feet. She cannot fly while wearing medium or heavy armor.
- TalonsAarakocraHer talons are natural weapons that deal 1d4 slashing damage on a hit.
- TraitAarakocraAarakocra are elemental beings connected to the Plane of Air.
- LanguagesAarakocraCommon and Auran.
- By Popular DemandEntertainer
She can always find a place to perform, usually an inn, tavern, festival, circus, or other public gathering. In exchange for a performance, she can secure modest lodging and food for herself and her companions.
Gear
11 itemsWeapons
- LongswordA finely maintained longsword used in both formal duels and stage performances.
- Light CrossbowA light crossbow with a case holding twenty bolts.
Armor
- ShieldA reinforced shield painted with a golden feather over a red sunburst.
- Chain MailChain mail worn beneath her performer’s sash and costume.
Tools
- Hand DrumA hand drum used for performances, coded signals, and maintaining rhythm during combat drills.
- Disguise KitUsed to alter her appearance between performances and while moving through hostile settlements.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope.
- Entertainer's CostumeA colorful costume for public performances.
- Favor of an AdmirerA small token given by an admirer from one of her earlier performances.
Purse
- Pouch with Gold PiecesMoney remaining from her starting adventuring funds.
Appearance
A lean, athletic female aarakocra with russet-and-gold feathers, a sharp ivory beak, and bright amber eyes. Her wings are broad and powerful, with several dark flight feathers marked by pale bands. She wears chain mail fitted beneath a crimson performer’s sash, carries a longsword at her hip, and keeps a battered hand drum strapped to her pack. A faded scar crosses one eyebrow, a souvenir from the arena fight that changed her life.
Mannerisms
She tilts her head sharply when listening, drums her fingers against her shield when impatient, and punctuates serious statements with theatrical bows. Before a fight, she quietly counts backward from five in Auran.
Personality
Sura is exuberant, daring, and impossible to ignore. She treats every battle as a performance, but beneath the theatrical confidence is a fiercely observant tactician who watches for openings, shifting loyalties, and frightened bystanders. She is quick to laugh, quick to challenge arrogance, and unusually gentle with children, injured animals, and anyone trying to find the courage to begin again.
Ideals
Freedom. No ruler, troupe master, or warlord has the right to decide where someone belongs or what they are allowed to become.
Bonds
The surviving members of her old traveling troupe are her chosen family, and she will risk anything to protect them. She also carries her mentor’s cracked hand drum, which she believes must one day be played at the festival where the troupe was nearly destroyed.
Flaws
She cannot resist humiliating bullies in public, even when discretion would be wiser. Praise affects her more deeply than she admits, and she sometimes takes reckless risks simply to prove that she is still the most impressive person in the sky.
Quirks
Background
Sura Brightplume was raised among cliffside aarakocra who treated the sky as both home and sacred promise. Her first performances were aerial dances accompanied by a hand drum, but she soon discovered that audiences remembered a performer who could dive through flaming hoops while striking a target with a practice blade. What began as spectacle became discipline. Sura trained her body to turn every leap, spin, and sudden descent into a combat technique, eventually joining a traveling troupe that performed across the lowlands. The troupe’s owner secretly used the performers to smuggle food, medicine, and fugitives past corrupt mercenaries. When the deception was discovered, the troupe was attacked during a festival. Sura fought to protect her companions, using the crowd, the stage, and the open sky as her weapons. Afterward, she remained on the road as a wandering entertainer and adventurer, seeking tyrants who mistake applause for loyalty and rescuing people who have nowhere else to turn. She still performs before every dangerous mission, insisting that courage deserves an audience.
“The troupe’s owner secretly used the performers to smuggle food, medicine, and fugitives past corrupt mercenaries.”
- Background
- Entertainer
Connections
Species
Aarakocra
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