Mighty +5
Deft +8
Smart +2
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Artiste
Your art is central to who you are, an expression of your soul and competence. You desire to create that one great work that will be remembered for all time.
Delusional
To say you have a big head is an understatement... you hold yourself is such high esteem, you might take flight.
Genetic Fortitude
Talent
You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.
Spellsing
Technique
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
Herald
kit
The sound of your voice is a source of inspiration for all those who behold it. As a reaction and in addition to any action you take in the round, you may confer a +2 to any non-damage roll, other than your own. This costs 2 MP per roll. The bonus does not apply if the roll affected is already at +2, and your targets must be able to hear you. You are immune to harm caused by sound, and you have the Sound maleficence.
Equipment
Weapons
Hatchet +8
Thrown
Crossbow +10
Missile
Bare Fists or Feet +5
Hand-to-Hand
Armor
Leather
Light
Shield
You have no shield equipped.
- Defense +8
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Psychic
+2 Smart
The victim is confused until after their next action.
Bonus Maleficence
Sound
+2 Smart
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Spells
-
Breath Weapon
Elemental +2
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you), but your maleficence deals zero damage.
-
Call Hivemind
Conjuration +8
You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.
-
Call the Wild
Conjuration +8
You summon to your command a group of animals of your choosing. The number of animals is equal to 1 per MP spent. The type of animals that can be called upon depends on where the spell is cast (an urban setting might summon stray dogs, whereas a woodland setting might summon wild boars). Unless the GM deems otherwise, the animals have 1 HP, 3 in all attributes, and are fearless for the duration of the spell.
-
Earthquake
Elemental +8
You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.
-
Elemental Form
Elemental +8
You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen and deals zero damage.
-
Grow / Shrink
Enchantment +2
For 1 MP, you or the target you touch grows twice as large or twice as small in physical size; for 2 MP, the growth/shrinking is tripled; for 3 MP, quadrupled. Victims shrunk or enlarged in this way retain their abilities and attributes but may be more difficult to grapple than they were in their original forms.
-
Luminiferous
Conjuration +8
You generate a source of light per inanimate object touched. The illumination fills a single encounter space. The light cannot be extinguished unless the object is destroyed. This effect lasts 1 hour per MP spent.
-
Poltergeist
Conjuration +8
You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.
-
Rainbow Bridge
Conjuration +8
You conjure into existence a rainbow of color that serves as a physical bridge between two locations within the area of effect. All those standing within a personal space of the bridge's starting point are carried to the bridge's endpoint, and the bridge may be crossed side-by-side by as many people as can fit in a personal space.
-
Sanctuary
Artifice +8
You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.
-
Shadowstuff
Conjuration +5
You manifest ectoplasmic material into the mundane world in the shape of objects you imagine. You can create a volume of this shadowstuff equal to the area of effect, in a variety of forms or number you determine. Shadowstuff is highly fragile and cannot be used in the making of objects with intricate components. More than a cursory examination of a shadowstuff object reveals its false nature.
-
Shapeshift Other
Enchantment +2
You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.
Maleficence
Psychic
+2 Smart
The victim is confused until after their next action.
Bonus Maleficence
Sound
+2 Smart
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Stances
Focus
Eavesdrop
Trait
Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.
Known Stances
-
Call Known Contacts
Active
You've always known it's not about what you know, but who you know. As an action, you may create a narrative advantage to call upon known contacts in your area. (If you are a Warden, you can create two narrative advantages.)
-
Eavesdrop
Passive
Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.
-
Exaltation
Active
Your heartfelt praise inspires awe in all those who hear it. When you monologue about one or more of your allies, everyone in the scene within earshot stops what they're doing to hear what you have to say. The TN of any check you choose related to your monologue is reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
-
Inspiration or Invective
Active
You wield your awesome wit to cheerlead your allies to success or viciously mock your enemies. Choose a bonus action: as an inspiration, all allies in a melee space who can hear you gain an Inspiration token, which they can spend at any point until the end of the scene to take advantage on a roll of their choosing (initiative, a specific weapon attack roll, a specific skill, etc, but not attributes in general); as an invective, all enemies in a melee space receive an Invective token, which you can invoke to confer disadvantage on a roll of your choosing at any point until the end of the scene.
-
Keen Senses: Hearing
Passive
You've honed your natural sense of hearing beyond its natural limits. When you use this stance, any check you make which relies principally on hearing (listening at a door) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
-
Renown
Active
Your reputation precedes you. You may create GM advantage in your first interaction with a friendly humanoid or intelligent monster.
-
Silver Tongue
Active
Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.
-
Strategic Carousing
Active
You're a socialite with a mission, and you know how to work a room. When you spend a downtime action carousing, you may create narrative advantage related to the gossip you surface.
-
Uplifting Stance
Active
You're a team player doing your best to help everybody succeed. When an ally in the scene with you makes a success check, you come to their aid at the last moment, bolstering their efforts as a reaction. The outcome of their check is improved by one tier (Good becomes Exceptional).
Focus
Eavesdrop
Trait
Your masterful control over your sense of hearing makes you almost supernaturally aware of any sounds around you. If you concentrate, you can hear conversations anywhere in the encounter space as if they were in your personal space, and you cannot be surprised by noise while concentrating. Most checks you make to discern specific sounds (even if they are muffled by walls) automatically succeed; if the GM requires a check, you may re-roll it if you fail.
Inventory (15/15) 75
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Choose a Weapon
Disarm
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.
Choose a Weapon
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Choose a Weapon
First Strike
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Outcast
Bond
Shares a past of being Outcasts with DQ
Book of Lyrics
Thing
A book from the Astral Veil that DQ is searching for.
Escaped from the Veil
Place
Banded with DQ to Escape from the Astral Veil
Notes
Quest Log
Archetype
None Selected
Experience
- 2+1 Deft
- 3+1 Skill
- 4+1 Mighty
- 5+2 Hit Points
- 6+1 Smart
- 7+1 Bonus Spell
- 8+1 Deft
- 9+3 Magic Points
- 10+1 Deft