Mallshav
Mallshav
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- Bardic Inspiration (d6)Level 1
You can inspire others through stirring words or music. As a bonus action, choose one creature other than yourself within 60 feet that can hear you. That creature gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw made within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after a long rest.
Always on
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know two cantrips and four 1st-level bard spells. You can use a musical instrument as a spellcasting focus for your bard spells.
- DarkvisionTieflingYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingYou have resistance to fire damage.
- Infernal LegacyTieflingYou know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast Darkness once per long rest. Charisma is your spellcasting ability for these spells.
- Ability Score IncreaseTieflingYour Charisma score increases by 2, and your Intelligence score increases by 1.
- City SecretsUrchin
Mallshav knows the secret patterns and shortcuts of the city. He can find passages through urban areas that others would miss, and he can locate enough food and shelter for himself and his companions when within a settlement.
Spells
6 spellsSpellcasting. Mallshav casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
12 itemsWeapons
- RapierA finely balanced one-handed blade suitable for both fencing and performance flourishes.
- DaggerA light blade kept for emergencies and close quarters.
Armor
- Leather armorLight protective armor of worn brown leather, reinforced at the shoulders and ribs.
Tools
- LuteA well-used lute with mismatched tuning pegs and a surprisingly rich voice.
- Disguise kitA compact kit used to alter his appearance and impersonate others.
- Thieves' toolsA set of small picks and tools for opening locks and bypassing simple mechanisms.
Gear
- Diplomat's packA small pack containing clothing, bedding, cooking gear, and other travel necessities.
- City mapA folded map of the city where he grew up, marked with hidden routes and safe corners.
- Pet mouseA tiny trained mouse that rides in a pocket or inside Mallshav's coat.
- Token from parentsA token from his unknown parents, worn on a cord beneath his shirt.
- Common clothesA plain set of serviceable clothing, repeatedly patched and carefully cleaned.
Purse
- 10×Gold piecesLoose coin saved from performances, odd jobs, and careful thefts.
Appearance
Mallshav is a lean, quick-moving tiefling with deep wine-red skin, swept-back black horns, a long expressive tail, and amber-gold eyes. His dark hair is cut unevenly around his horns, and small brass rings decorate one horn. He dresses in worn but carefully mended leather armor beneath a faded blue-green coat, with a rapier at his hip and a battered lute strapped across his back. His voice is warm and musical, but before speaking he often takes a soft, audible breath through his teeth. When nervous, that breath becomes quick and shallow, and his words tumble out in hurried little bursts.
Mannerisms
Before answering a difficult question, Mallshav draws a soft breath through his teeth and tilts his head as though listening for a hidden harmony. He punctuates conversation with tiny taps of his fingers against his lute case. When frightened, his voice rises into an overly cheerful singsong, and he starts talking faster than anyone can interrupt.
Personality
Mallshav is quick-witted, theatrical, and intensely observant. He notices who is being ignored in a room and usually directs his first joke toward them. He treats conversation like a performance, but his humor becomes gentler around children, servants, and anyone who has been made to feel small. He is brave in a crisis, though afterward he insists he was never afraid and gives a breathless, overcomplicated explanation of his plan.
Ideals
Freedom. No one should be owned, trapped, or forced to become what others expect. Every person deserves the chance to choose their own name and story.
Bonds
He protects abandoned children and street waifs because he sees every one of them as a younger version of himself. He also keeps a cracked brass music token left by his first teacher, and he will risk almost anything to recover it if it is lost.
Flaws
He cannot resist showing off when someone doubts him, even when silence would be safer. He is suspicious of generosity, quick to assume that kindness hides a price, and will sometimes lie simply because telling the truth makes him feel exposed.
Quirks
Background
Mallshav grew up beneath the market bridges of a crowded river city, where he learned that a good song could earn more than a quick hand, and a convincing lie could earn more than either. Other street children called him Mallshav because he was always humming nonsense syllables while he worked. The name stuck, partly because his real family name had been lost with the only people who knew it. His infernal appearance made him an easy target for suspicion, so he learned to turn attention into entertainment. He played for merchants, mimicked guards, and invented elaborate stories about nobles who had supposedly hired him for secret performances. An aging tavern musician eventually noticed that Mallshav possessed a remarkable ear and an instinct for finding the emotional weakness in a crowd. She taught him the basics of the lute, stagecraft, and the dangerous art of making magic ride upon a spoken word. Mallshav still sleeps lightly, keeps one hand near his knife, and never passes a hungry child without sharing food. He became an adventurer because the streets taught him that no one survives alone, and because he believes somewhere beyond the city there may be a person who remembers where he came from. Until he finds that person, he intends to make himself impossible to forget.
“Other street children called him Mallshav because he was always humming nonsense syllables while he worked.”
- Background
- Urchin
Connections
Species
Tiefling
Media
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