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Maelin Vey, the Bellwether - AI-generated fantasy Character

Maelin Vey, the Bellwether

Half-Elf · Paladin 2 / Bard 13 (College of Valor) · Level 15 · Soldier

Maelin Vey, the Bellwether

Warm, theatrical, and intensely observant.
AC19
HP111/111
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 111 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandSTR
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Light crossbows,
Mauls,
All other martial weapons

Tools

Three musical instruments,
Gaming set,
Vehicles, land

Languages

Common,
Elvish,
Celestial,
Orc

Features

31 features

Action

  • Extra AttackLevel 6

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • CountercharmLevel 6

    You can use an action to begin a performance that gives friendly creatures advantage on saving throws against being frightened or charmed and grants immunity to those conditions while the performance continues.

Bonus action

  • Battle Hymn

    When Bonus action

    As a bonus action, grant one creature within 60 feet a d10 Bardic Inspiration die for an ability check, attack roll, or saving throw.

  • Bardic InspirationLevel 1

    Use a bonus action to grant an ally a Bardic Inspiration die, a d10 at bard level 13.

Reaction

  • Broken Refrain

    When When a creature casts a spell within 60 feet

    Cast counterspell using Magical Secrets to interrupt a spell being cast within 60 feet.

Always on

  • Divine SmiteLevel 2

    When After hitting with a melee weapon attack

    You can expend a spell slot to deal 2d8 radiant damage on a hit, plus 1d8 per slot level above first, with extra damage against undead and fiends.

  • Maul Crescendo

    When When taking the Attack action

    Make two melee weapon attacks with the maul when taking the Attack action.

  • Summon the Dawn Bell

    When Action, using a spell slot

    Cast find greater steed to summon a celestial griffon, pegasus, dire wolf, or similar spirit mount.

  • Divine SenseLevel 1

    Sense the presence of strong celestial, fiendish, or undead forces within 60 feet a limited number of times per long rest.

  • Lay on HandsLevel 1

    A healing pool containing 10 hit points per paladin level, usable to restore hit points or cure one disease or poison per 5 points spent.

  • Fighting Style: DefenseLevel 2

    Choose Defense, granting a +1 bonus to AC while wearing armor.

  • Paladin SpellcastingLevel 2

    You can cast prepared paladin spells using Charisma as your spellcasting ability.

  • Bard Multiclass ProficienciesLevel 1

    Gain proficiency with medium armor, shields, martial weapons, and one additional skill when multiclassing into bard.

  • Jack of All TradesLevel 2

    Add half your proficiency bonus to ability checks that do not already include your proficiency bonus.

  • Font of InspirationLevel 5

    Regain Bardic Inspiration on a short or long rest.

  • ExpertiseLevel 3

    Choose two proficient skills for Expertise. Chosen skills are Religion and Persuasion.

  • Song of RestLevel 2

    After a short rest, allies who hear your performance regain extra hit points equal to your bard level when spending Hit Dice.

  • Bard College: College of ValorLevel 3

    Choose the College of Valor, gaining proficiency with medium armor, shields, and martial weapons, plus combat-focused inspiration techniques.

  • Combat InspirationLevel 3

    When a creature uses Bardic Inspiration on a weapon attack, weapon damage roll, or AC reaction, it can add the die to the roll or AC.

  • Ability Score ImprovementLevel 4

    Gain two additional skills through half-elf heritage and class training.

  • Ability Score ImprovementLevel 8

    Increase Charisma by 2, raising it to 20.

  • Ability Score ImprovementLevel 12

    Increase Charisma by 2, raising it to 20 if not already maximized.

  • War CasterLevel 12

    Gain advantage on Constitution saving throws made to maintain concentration when damaged, and you can cast a spell with somatic components while holding weapons or a shield.

  • Magical SecretsLevel 10

    Learn two spells from any class. These are counterspell and find greater steed.

  • Bardic TrainingLevel 1

    Gain proficiency in three musical instruments through bard training and battlefield performance.

  • TraitHalf-ElfDarkvision out to 60 feet
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed
  • TraitHalf-ElfMagic cannot put you to sleep
  • TraitHalf-ElfGain proficiency in two additional skills
  • TraitHalf-ElfSpeak Common, Elvish, and one additional language
  • Military RankSoldier

    You retain the respect and loyalty of soldiers who served with you, and you can recognize military ranks, formations, and insignia. You can find the hospitality of soldiers and allied military organizations when not engaged in dangerous activity.

Spells

29 spells

Spellcasting. Maelin Vey, the Bellwether casts with Charisma (spell save DC 18, 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

11 items

Weapons

  • Maul
    A heavy two-handed warhammer with a square steel head and brass bells in its haft.
  • Light Crossbow
    A light crossbow with 20 bolts, taken from the troupe's former quartermaster.

Armor

  • Plate Armor
    Full plate armor, polished but visibly repaired at the left shoulder.

Tools

  • Lute
    A lute reinforced with iron bands and suitable for use as a percussion instrument.

Gear

  • Military Insignia
    A military insignia bearing the symbol of a dissolved border regiment.
  • Enemy Trophy
    A trophy taken from a defeated enemy commander, a cracked bronze mask.
  • Deck of Cards
    A deck of marked cards used to identify friendly couriers.
  • Traveler's Clothes
    A set of traveler's clothes and a battered red performance cloak.
  • Priest's Pack
    A priest's pack containing candles, incense, vestments, a censer, tinderbox, and alms box.
  • Holy Symbol
    A holy symbol of the Dawn Bell engraved into a bronze medallion.

Purse

  • Coin Pouch
    A belt pouch containing 15 gold pieces.

Appearance

A broad-shouldered half-elf with copper-brown skin, swept-back black hair, and one silver-streaked temple. Their face bears a broken nose and a thin scar across the left eyebrow. They wear meticulously maintained full plate etched with faded musical notation and tiny prayers in Celestial. A massive maul hangs from a reinforced back harness, its head wrapped in red cord and brass bells that chime only when deliberately struck. Their cloak is deep burgundy, lined with scraps of old theater curtains.

Mannerisms

Maelin taps the pommel of the maul in steady time while thinking. They address battlefield commands as if introducing musicians on a stage, and they polish the armor before sleeping, even in hostile territory.

Personality

Warm, theatrical, and intensely observant. Maelin treats every companion as part of an ensemble and remembers small details about strangers, especially their preferred name, favorite song, or the hand they use to draw a weapon.

Ideals

Courage is a rhythm shared by many voices. No one person is brave alone, and power is only honorable when it is used to make others safer.

Bonds

The surviving members of the old traveling troupe are family, and Maelin will cross any battlefield to bring one of them home. The battered maul belonged to the paladin who saved their lives, and Maelin believes every blow should make the weapon worthy of its former owner.

Flaws

Maelin cannot resist turning a tense negotiation into a performance, even when silence would be wiser. They also distrust anyone who claims that order matters more than individual lives.

Quirks

Names every weapon before using it in battle.
Collects broken bells and repairs them into armor ornaments.
Counts enemy footsteps under their breath.
Leaves small musical notes scratched into safe camp walls.
Refuses to eat before sharing a toast with the quietest person present.

Background

Sergeant Maelin Vey was raised among traveling performers who crossed the borderlands carrying songs, puppets, and inconvenient truths. Their mother played the fiddle, their father repaired wagons, and Maelin learned early that a good rhythm could make frightened people breathe together. When a warlord began taxing villages in exchange for protection, Maelin turned the troupe into a courier network, smuggling food, messages, and children through occupied territory. The work ended when an armored patrol caught them at a ruined bridge. Maelin survived only because a passing paladin of the Dawn Bell intervened, though the paladin died buying the troupe time to escape.

“The work ended when an armored patrol caught them at a ruined bridge.”
From their backstory
Background
Soldier

Connections

Species

Half-Elf

Media

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