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Nim

Medium Wood Elf, 6th College of Spirits Bard, 1st Celestial Patron Warlock, Sage, Any

Armor Class 16 (Rare Barrier Tattoo)
Hit Points 72 (7d8+28)
Speed: 35 ft

STR

12
( +1 )

DEX

12
( +1 )

CON

19
( +4 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

19
( +4 )

Saving Throws Strength +1, Dexterity +4, Constitution +4, Intelligence +2, Wisdom +2, Charisma +7
Skills Acrobatics +2, Animal Handling +3, Arcana +5, Athletics +2, Deception +5, History +5, Insight +8, Intimidation +5, Investigation +3, Medicine +3, Nature +3, Perception +8, Performance +5, Persuasion +7, Religion +3, Sleight of Hand +2, Stealth (Adv) +2, Survival +5
Senses Darkvision 60ft
Languages Common, Elvish, Sylvan and Goblin
Challenge Rating 7
Proficiency Bonus +3

Bard Spellcasting. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. You can cast any bard spell you know as a ritual if that spell has the ritual tag. You can use a musical instrument as a spellcasting focus for your bard spells.   Pact Magic. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. You can cast any warlock spell you know as a ritual if that spell has the ritual tag. You can use an arcane focus as a spellcasting focus for your warlock spells (this includes Nim’s spirit focus)   Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 16   Spell attack modifier = your proficiency bonus + your Charisma modifier = +8   1st (4/1). Dissonant Whispers, Healing Word, Hellish Rebuke, Witch Bolt   2nd (3). Enlarge Reduce, Lesser Restoration, Nathair's Mischief, Shatter   3rd (3). Antagonize, Enemies Abound, Mass Healing Word, Revivify (Spirit Session)

At will: Cantrips. Vicious Mockery, Dancing Lights, Message, Guidance (60ft range), Light, Sacred Flame, Green-Flame Blade, Eldritch Blast


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Song of Rest. You can use soothing music or oration to help revitalise 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   Jack of All Trades. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.   Spiritual Focus. You employ tools that aid you in channelling spirits, be they historical figures or fictional archetypes. When you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.   Spirit Session. Spirits provide you with supernatural insights. You can conduct an hour-long ritual channelling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.   Items. Spirit Ukulele (Attuned), Shadowfell Brand Tattoo (Attuned, T), Rare Barrier Tattoo (Attuned, T), Amulet of Health (Attuned), +1 Longbow, Bag of Holding, Driftglobe, Silver Raven Figurine of Wondrous Power, Javelin of Lightning, Quiver of Ehlonna, Wand of Magic Missiles, Boots of the Vigilant (Not Worn), Coin of Delving, Clockwork Amulet, Pipe of Remembrance, Animated Many Things Deck, Sending Stones, Wand of Magic Detection, Uncommon Red Dragon's Wrath Longsword (Requires Attunement), Amulet of the Pierced Shade (Unattuned), Stormrider Boots, Cape of the Mountebank, Rapier of Certain Death, Medal of Muscle, Medal of the Horizonback, Medal of the Meat Pie, Medal of the Conch, Medal of the Maze, Elixir of Health, Scroll of Protection, Oil of Slipperiness, Walloping Arrows, Feather Token, Pressure Capsule, Subtle Mind Crystal, Heightened Mind Crystal, Quickened Mind Crystal, Distant Mind Crystal, Extended Mind Crystal, Holy Water, Basic Poison, Beads of Force, Potion of Maximum Power, Quaal's Bird Feather Token, Potion of Fire Resistance, Potion of Necrotic Resistance, Potion of Psionic Fortitude, Yellow Diamond Elemental Gem, Potion of Fire Breath, Drow Poison (Injury), Bead of Nourishment, Bead of Refreshment, Scroll of Plane Shift, Teleportation Tablet, Scroll of Sending, Scroll of Lesser Restoration, Oil of Etherealness, Hooded Lantern, Healer's Kit, Portable Ram

Actions

Rapier of Certain Death. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage, Finesse. When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.   +1 Longbow. Ranged Weapon Attack: +5 to hit, reach 150/600ft., one target. Hit: (1d8 + 2) piercing damage, Ammunition, Heavy, Two-Handed   Countercharm. You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).   Tales from Beyond. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.   Cantrips. Dancing Lights, Message, Guidance (60ft), Vicious Mockery, Light, Sacred Flame, Green-Flame Blade, Eldritch Blast   Leveled Spells. Dissonant Whispers, Witch Bolt, Lesser Restoration, Enlarge/Reduce, Nathair's Mischief, Shatter, Antagonize, Enemies Abound, Revivify   Items. Javelin of Lightning, Wand of Magic Missiles,Spirit Ukulele Inspiration Recharge, Cape of the Mountebank, Wand of Magic Detection, Driftglobe, Silver Raven Figurine of Wondrous Power,, Bead of Force, Healer’s Kit, Quaal's Bird Feather Token, Yellow Diamond Elemental Gem, Medal of the Maze, Medal of Muscle, Medal of the Conch, Medal of the Meat Pie, Scroll of Protection, Oil of Slipperiness, Holy Water, Potion Someone else   Other Actions. Grapple, Shove, Dash, Disengage, Hide, Dodge, Help, Ready   Free Actions. Object Interaction, Clockwork Amulet, Subtle Mind Crystal, Heightened Mind Crystal, Quickened Mind Crystal, Distant Mind Crystal, Extended Mind Crystal, Coin of Delving, Pressure Capsule

Bonus Actions

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 d8. 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 4 times. You regain any expended uses when you finish a short or long rest.   Magical Inspiration. If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.   Healing Light. You gain the ability to channel celestial energy to heal wounds. You have a pool of 2d6s that you spend to fuel this healing. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals 4. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.   Tales from Beyond. You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC

  • 1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra d8 immediately after rolling the d20 and add the extra die's number to the check.
  • 2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes 2d8+4 force damage.
  • 3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains 1d8+4 temporary hit points.
  • 4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose up to 4 creatures it can see within 30 feet of it to immediately use the same reaction.
  • 5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes 1d8 force damage.
  • 6 Tale of the Traveller. The target gains 1d8+6 temporary hit points. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
  • 7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take 2d8 psychic damage, and the target is incapacitated until the end of its next turn.
  • 8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes 1d8 necrotic damage and is frightened of the target until the end of the frightened creature's next turn.
Leveled Spells. Healing Word, Mass Healing Word   Items. Stormrider Boots, Potion Self

Reactions

Leveled Spells. Hellish Rebuke   Items. Shadowy Defense, Medal of the Horizonback   Other Actions. Attack of Opportunity, Trigger Readied Action


Created by

Noble 7.

Statblock Type

NPC Sheet

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