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Sorvyn Malric

Level: 3

HP: 24

AC: 12 (Leather Armor)

Speed: 30

Size: Small

Saving Throws: Charisma, Wisdom

Stats:

Cha: 18 (+4)

Wis: 16 (+3)

Int: 15 (+2)

Con: 14 (+2)

Dex: 13 (+1)

Str: 11 (+0)

Cantrips:

Eldritch Blast:

  • 1 Action
  • 120 ft
  • A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
  • Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Mage Hand:

  • 1 Action
  • 30 ft
  • 1 Minute Duration
  • A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

Calm Emotions:

  • 1 Action
  • 60 ft
  • Concentration, up to 1 minute
  • You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Known Spells (6):

  • 4 First Level Uses, 2 Second Level Uses.
  • Spell Save DC: 14
  • Spell Attack Modifier: +6

Tasha's Hideous Laughter (1st level):

  • 1 Action
  • 30 ft
  • Concentration, up to 1 minute
  • A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Charm Person (1st Level):

  • 1 Action
  • 30 ft
  • 1 hour
  • You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Silent Image (1st Level):

  • 1 Action
  • 60 ft
  • Concentration, up to 10 minutes
  • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
  • You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
  • Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Distort Value (1st Level):

  • 1 minute casting time
  • Touch
  • 8 hours
  • You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
  • At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Suggestion (2nd Level):

  • 1 Action
  • 30 ft
  • Concentration, up to 8 hours
  • You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
  • The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
  • You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
  • If you or any of your companions damage the target, the spell ends.

Detect Thoughts (2nd Level):

  • 1 Action
  • 30 ft
  • Concentration, up to 1 minute
  • For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
  • You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
  • Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
  • You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
  • Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.


 

Skill Proficiencies Acrobatics, Performance, Arcana, Deception, Persuasion, Sleight Of Hand, Intimidation, Stealth
Tool Proficiencies Yarting, Disguise kit, Light Armor, Simple Weapons, Whip, Rapier
Languages Common, Auric
Equipment

Pouch (91 gp)

Disguise kit

Love letter from an admirer (To be decided) 

Costume (To be decided)

Yarting 

Backpack

Bedroll

Mess kit

Tinderbox

10 torches

10 days of rations

A waterskin

50 feet of hempen rope

Dagger

Leather Armor (Equipped)

Rapier (Equipped)

Lifestyle Traveler

Features

Race Features:

Expert Duplication:

  • When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Kenku Recall (2 Uses):

  • Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
  • Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mimicry:

  • You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Class Features:

Ritual Casting:

  • You can cast a manipulator spell as a ritual if it is a spell you know and that spell has the ritual tag.

Snap (2 uses per Short or Long Rest):

  • Starting at 1st level, you command attention by snapping. When you snap, an echo reverberates up to 10 ft. away, cutting through all noise. All creatures within 10 ft. must succeed a wisdom saving throw or stop what they are doing to pay attention to you. An affected creature loses it's next action. You may use this ability a number of times a day equal to your Proficiency Bonus per rest. If a creature is immune to being charmed, they are immune to this ability.
  • At 7th level, the range of Snap increases to 20 ft. and can dispel any silence effect cast by a creature of equal level or lower.
  • At 15th level, the range of Snap increases to 30 ft.

Attention Seeker:

  • At 2nd level, your need of attention is easily quenched. Your appearance takes on an otherworldly beauty that makes you look more lovely and fierce. Any creature that fails a saving throw against your Snap will use its movement on its next turn to move as close to you as possible. Additionally, creatures must succeed an additional Wisdom saving throw to resist talking to you. They do not have to tell you the truth or even be nice while speaking, but if they fail the saving throw, they must speak to you for as long as you carry on the conversation. Any violent action taken against the effected creature by yourself or an ally will nullify this effect.

Manipulator Voice, Emotion Lord:

Master of Serenity:

  • At 3rd level, you can cast Calm Emotions as a Cantrip.

Ebb and Sway (2 Uses per Long Rest):

  • At 3rd level you can feel the emotional energy of others. This energy gives you strength and renews your vigor. When you use this ability, for each person within 30 ft. of you, choose 1 of the following bonus actions (Max people affected is equal to your level):
  • Regain 2 HP per person;
  • Gain a +1/2 bonus to damage (up rounded) until the end of your turn per person, for any action you'll do;
  • Gain a +1/2 bonus to AC (up rounded) until your next turn;
  • You may use this ability a number of times equal to your Proficiency bonus and regain all uses after a long rest.


Created by

SkeleTheMan.

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