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Mallkah grok Torr

CW: monsters, leaving home, it's actually not tragic i swear

Joining the wardens to impress a girl was not Mallkah's wisest decision. She may have uncovered astounding histories and learned stories older than time, but there aren't any books in the Swamp proper, and the two people she spent most of her time with already knew all the tales she did. Not to mention that girl wasn't even impressed.
So she wandered, and warded, and waited for her adventure to begin.
Finally, an adventurer arrived in Torr seeking an enemy that had taken refuge in the Swamp. She was strong, and fierce, and brave, and Mallkah fell in love with her at first sight. Mallkah's band—through some manipulations of her own—accompanied Thiski to dispatch the invasive and destructive creature. The pair fell in love so easily and naturally they almost didn't notice.
Mallkah knew before Thiski said anything that she would never be content to spend the rest of her life in the Swamp, and Mallkah couldn't bear to spend hers waiting for Thiski to return from adventures. The decision to leave the wardens was not a difficult one, thought it wasn't made without sadness.
After a wedding cobbled together from their disparate traditions, the pair immediately set off for parts unknown—Mallkah teaching Thiski the beauty in the past, and Thiski teaching Mallkah the power of creating stories to be told.

Personality

Mallkah is a story crafter, but she's never been accused of having her head in the clouds. She is present and inquisitive, connecting the current moments of her life to the wisdom of the past. A native of Torr, Mallkah had more access to literature and written history than most living in the Swamp, and the abudance of books in drier locales still fascinates her. She hopes to collect books from all the places she and Thiski visit.
While she does not feel as though she's betrayed or disrespected the Preserve, she carries her love for her home with her and continues to uphold her Warden tenents. She is resourceful and economical even in cities of abundance, and takes care to learn the basic ecology of every environment she travels; Mallkah firmly believes that the Prime Material is mortals' birthright and she will protect and nurture it as long as she's around to do so.
Her constant drive in her travels and storytelling and performance is her love for her wife. Though their relationship is temporally new, Mallkah feels that this love is what she's been waiting for her entire life. Everything else in her life fell into place with Thiski did.

Presentation

Though Mallkah is not old, her mud-smooth skin and quiet exuberance make her seem even younger. Combined with her rainbow braids—dyed, of course, using leftover pigments, byproducts, and production waste—most who have never met her are shocked to hear profound wisdom and ancient history come out of her mouth. Mallkah takes this underestimation in stride, and uses it as an excuse to tell her favorite stories about young heroes and defying expectations.
She still wears her Preserve armor, but she has scraped the insignia out. Not with any malice or discomfort, just because she no longer holds that authority. Beneath that her clothes are simple, worn, and much-repaired. Both her tunic and trousers sport adjustable panels—crafted with old shoelaces and broken zither strings—to accommodate varying water levels and weather.
Mallkah's most notable feature is that she is visibly in love. Before her rainbow braids, before her marching instruments, before the ancient and rusted sword at her hip, a stranger will notice that Mallkah loves someone and is loved in return. It radiates from her smile, hums in her voice, and keeps her silence company.

Fighting & Casting Style

Mallkah is a dynamic and versatile fighter, filling in the weakest link in any given encounter. She bolsters allies when they're flagging, defends the injured and reloading, and leads the charge when others fall behind. Her attacks are direct and brazen, recalling the greatest heroes of history. Her magic plays out over her glockenspiel, beating strengthening rhythms and terrifying tones as the situation calls. In a pinch, she can hold the mallets in one hand and club her enemies.
Current Status
Following her wife wherever she leads
Ancestry
Mud Genasi
Ethnicity
Age
28
Children
Pronouns
she/her
Gender
woman
Presentation
feminine academic
Eyes
dark brown, large
Hair
thick braids dyed rainbow
Skin Tone/Pigmentation
like smoothed mud
Height
perfect to nestle under her wife's chin
Weight
plump and hale

Mallkah grok Torr

3 Level (0/2700 XP for level-up) Entertainer Background Zekken mud genasi Race / Species / Heritage Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
13
+1
DEX
12
+1
CON
12
+1
INT
16
+3
WIS
11
+0
CHA
16
+3
22
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 /
Bardic Inspiration d6
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+1 Constitution
+3 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+3 Deception CHA
+7 History INT
+0 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rusted longsword +1 STR 1d8+1 slashing
 versatile (1d10)
Mallets +1 STR 2d4+1 bludgeoning
Dagger +1 DEX 1d4+1 piercing
Attacks

Spell Book

Ancestry: Mud Genasi
  • Clean Earth: You have resistance to poison damage and advantage on saving throws against being poisoned.
  • Rejuvenation: The life-giving mud of your being sustains you longer than most. You regain 1 hit point at the end of each of your turns. This trait does not function if you are incapacitated, or if you have taken necrotic damage or damage from a critical hit since your last turn.
  • Culture: Zekke
  • Cunnning Artisan: As part of a short rest, you can scavenge non- or once-living material from the immediate environment to create a small trinket or art piece, a simple melee weapon, or ammunition for a simple ranged weapon.
  • Efficient: You're accustomed to taking only what you need. You require only half the normal amount of food and water per day.
  • Background: Entertainer
  • By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
  • Class: Bard
  • Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
  • Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  • Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

  • The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
    Bardic College: Lore
  • Cutting Words: At 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

  • Features & Traits
    Marching bells, mallets, leather armor with Preserve insignia scraped out, rusted longsword, entertainer's pack, accordion, dagger, {WEDDING PROMISE}

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

    • Common (literate), Drekken (literate)

    • Disguise kit, glockenspiel, hand drums, accordion, waldzither


    Languages & Proficiencies
    "I'm a hopeless romantic. I'm so happy I've found that special someone."
    "History has so much to teach us about the present, and I have a story for every situation."

    Personality Traits
    "There's so much history out there, and so many people to teach our history to."

    Ideals
    "However far I travel from the Swamp, I will always be connected to it."

    Bonds
    "I'm a sucker for shows of bravery and heroism."

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.


    Cover image: by Athevra via Adobe Spark

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