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Viarmo

Viarmo, a High Elf bard, is Headmaster of the Bards College in Solitude and as such, oversees the efforts of the three teachers, Inge Six Fingers, Pantea Ateia, and Giraud Gemane. His pride and joy is the Burning of King Olaf, an annual festival held by the College in order to celebrate Solitude.    His greetings:
"Welcome to the Bard's College. I am the headmaster here. How may I help you?"
"Welcome to Solitude. Home of the arts here in Skyrim."
"It is my personal mission to ensure that the Bards College preserves the great deeds of the past, in both poetry and song."
"Never forget, the most important job of any bard is to entertain. The day you lose your audience is the day you cut your lute strings."
"I generally don't involve myself in politics. Good tales deal with the issues of the day, but a wise bard remains a neutral observer."
"We bards record history - we do not make it. You'd do well to remember that."
Viarmo wears a set of fine clothes along with a pair of fine boots. He carries a key to the college and a selection of common items and gold.
Children

Bard

Medium Any race, Entertainer, Any

Armor Class 13 (Hide Armour)
Hit Points 22 (3d8+9) 3d8+9
Speed: 30 ft

STR

11
( +0 )

DEX

14
( +2 )

CON

12
( +1 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

14
( +2 )

Saving Throws Dexterity +5, Charisma +5
Skills Acrobatics +5, Perception +4, Performance +5, History +3
Senses passive Perception 14
Languages Common, one other language
Challenge Rating 2
Proficiency Bonus +3

The bard is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared:  

Cantrips

Vicious Mockery, Friends  

1st-level Spells (4 Slots)

Calm, Hideous Laughter, Dissonant Whispers, Fast Healing  

2nd-level Spells (2 Slots)

Mischief, Phychic Jaunt

At will:
Song of Rest.
The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

1/day: Bardic Inspiration. The Bard inspires others through stirring words or music. Using thier bonus action on thier turn to choose one creature other than themself within 60 feet, who can hear them. That creature gains one Bardic Inspiration die, a d8. The creature can then roll the die and add the number rolled to the next ability check, attack roll, or saving throw it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

2/day: Taunt. The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.


Jack of all Trades. +1 to any ability check they make that doesn’t already include their proficiency bonus.

Actions

Iron Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.   Hunting Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft, one: target. Hit: 5 (1d6+2) piercing damage.


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