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Erald Doom-Skald

Earld is a Nord bard that performs at the Fallen Anchor tavern in Broken Oar Grotto. Formerly a student at the Bard's College in Solitude, Erald was a promising student before being expelled for covorting with the Daedric Prince of Debaucery; Sanguine. When it was discovered that the budding bard had entered into a pact with the Daedric Prince that is the source of much of his musical talent and grants him the ability to magically charm his patrons into giving up their gold. Now he finds himself in more unsavoury quarters, encouraging the drunken antics of various lowlife's and brigands on behalf of his patron.   Quotes:
"Care to hear a song? It's my pleasure. Believe me."
"I left the Bard's College behind. I was too good for them. Couldn't dare have their mediocure 'talent' outmatched by the likes of me."
"By magical skill, honeyed word or venomed blade. I've yet to meet a foe I haven't bested. In musical talent, on the field of battle.. or beneath the sheets for that matter."
"The wonders of beauty, in the light of Dibella. Was all I cared for once upon a time. Since then I've discovered.. it's a lot more fun once the lights go out."
"I find greater pleasure in warm mead than I do warm blood, but test me and I suppose I'll have to make do."
He wears iron armour and boots, and is equipped with an Enchanted Greataxe Lute (+1 attack, +1 damage), a dwemer dagger (+2 damage). He carries two Fear Poison, and a selction of uncommon loot and gold.
Children

Erald Doom-Skald

Medium Nord, Entertainer, Chaotic Neutral

Armor Class 17 (iron armour)
Hit Points 32 (5d8 + 10) 5d8+10
Speed: 30 ft

STR

15
( +2 )

DEX

11
( +0 )

CON

14
( +2 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

16
( +3 )

Saving Throws Dexterity +2, Charisma +5
Skills Arcana +2, History +4, Intimidation +5, Performance +7, Survival +3
Damage Resistances Frost (Nord)
Senses passive Perception 12
Languages Common, Daedric
Proficiency Bonus +2

Erald is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Erald has the following bard and warlock spells prepared:

Cantrips (at will)

Eldritch Blast, Booming Blade, Thunderclap, Vicious Mockery  

1st-level (5 slots)

Bane, Dissonant Whispers, Earth Tremor, Fiery Rebuke, Ice Flesh, Thunderwave  

2nd-level (2 slots)

Pyrotechnics, Shatter


Jack of All Trades. Erald has +1 to any ability check that dosen't include his proficency bonus.   Song of Rest. If Erald or any friendly creatures regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.   Daedric Presence (1/day). As an action, each creature in a 10-foot cube originating from Erald must make a Wisdom saving throw DC 13. Creatures that fail their saving throws are all ethier charmed or frightened by Erald until the end of his next turn.   Battle Cry (1/day). During combat only, as a bonus action, Erald chooses one target that can hear him which must succeed on a Wisdom saving throw DC 13 or drop whatever it is holding and become frightened of him until the end of his next turn.

Actions

Greataxe Lute. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.   Dwemer Dagger (poisoned). Melee or Ranged Attack Roll: +2, reach 5 ft or range 20/60. Hit: 4 (1d4 + 2) Piercing damage and a creature must succeed on a DC 10 Constitution saving throw or be Frightened (condition) of Erald until the end of its next turn.

Bonus Actions

Combat Inspiration (3/day). Using his bonus action one creature that can see or hear Erald gains a 1d6 inspiration die, the creature can roll the die and add the number rolled to one ability check, attack roll, saving throw or damage roll it makes. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack.


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