Daste Alygweli

### Class (5e)

dueling gunslinger *(dazing shot, disarming shot)* fighter 3/bard in the college of whispers 10

### Background (5e)

plaintiff

A brilliant poet and steadfast supporter of the Gwolvuti faction, Daste has been exiled from his beloved Viresne for 24 years. He is in Venehwa as an emissary from Wavenna, a rival for Hatwyha trade. As secret head of the Videli Amol-eha troubadour society, Daste has contacts throughout southern Aoqina.

As is common practice, 49 years ago Daste attempted to contact the Videli Amol-eha by writing a poem to them. In it he described a dream of his in which Amol-e (Love) appeared with Beatwitle, and he invited the Videli to interpret the vision. It begins:

>
> > Daste to the Videli Amol-eha
> >
> >
> > To every heart which the sweet pain doth move,
> > And unto which these words may now be brought
> > For true interpretation and kind thought,
> >
> >
> >
> > Be greeting in the Lord's name, which is Love.
> >
> >
>
>

Several people responded, including Gwido Gavolgasti, who replied in identical meter and rhyme to Daste's poem. His reply begins:

>
> > Unto my thinking, thou beheld'st all worth,
> >
> >
> > All joy, as much of good as man may know,
> > If thou wert in his power who here below
> >
> >
> >
> > Is honor's righteous lord throughout this earth.
> >
> >
>
>

Subsequently Daste was invited to join the Videli Amol-eha, which he did. Gwido eventually attracted Daste into "the Creamy," his branch of the Gwolvuti party, but Daste seemed to believe that art was a better means of social transformation. For art may create self-fulfilling prophecies, that is, prophecies that have the effect of bringing about the very conditions they predict.

## Statistics (Dungeons & Dragons, 5th edition)

### Ability Scores & Core Statistics

**Strength** 12**, Dexterity** 16**, Constitution** 14**, Intelligence** 14**, Wisdom** 14**, Charisma** 18

***Proficiency.*** +5

***Hit Points.*** 83***. Hit Dice:*** 9d8+3d10+34

***Armor Class.*** 14

### Proficiencies

Acrobatics +3 (+1d4)**, alchemist's kit**, Animal Handling +2, Arcana +2**, Asimar** (language), Athletics +1 (+1d4)**, Charisma saving throws** +9**, cittern**, Constitution saving throws +2, Deception +4**, Dexterity saving throws** +8**, firearms, History** +12 (expertise)**, Holbytlatlo** (language), Insight +2 (+1d4; advantage to notice enchantment, possession, or supernatural compulsion), Intelligence saving throws +2, Intimidation +4, Investigation +2**, light armor, martial weapons, Medicine** +7**, medium armor**, Nature +2, Perception +2**, Performance** +14 (expertise)**, Persuasion** +14 (expertise)**, pipe organ, psaltery, Religion** +12 (expertise)**, shields, simple weapons**, Sleight of Hand +3, Stealth +3, Strength saving throws +1, Survival +2, Wisdom saving throws +2**, tinker tools**

### Spellcasting

***Bardly cantrips:*** *blade ward*, *message*, *thunderclap*, *vicious mockery*. ***Bardly spells known:*** 1st-level ~ *illusory script*, *silvery barbs*, 2nd-level ~ *enthrall*, *knock*, 3rd-level ~ *nondetection*, *sending*, *speak with dead*, 4th-level ~ *freedom of movement*, *hallucinatory terrain*, 5th-level ~ *contact other plane*, *dream*, *legend lore*, *summon celestial*. 4 1st-level spell slots, 3 2nd-level spell slots, 3 3rd-level spell slots, 3 4th-level spell slots, 2 5th-level spell slots.

***Bardly spell save DC:*** 17***. Bardly spell attack modifier:*** +9.

***Ritual Caster.***

### Trick Shots

***Dazing Shot.*** When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

***Disarming Shot.*** When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

***Grit Points.*** 2. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

***Trick Shot Saving Throw.*** 16.

### Other Statistics

***Speed.*** 25 feet.

***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

***Brave.*** You have advantage on saving throws against being frightened.

***Nimble.*** You can move through the space of any creature that is of a size larger than yours.

***Legalese.*** Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like *ex injuria jus non oritur* and *cogitationis poenam nemo patitur* to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.

***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 d10. 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. 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. 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 all of your expended uses of Bardic Inspiration when you finish a short or long rest.

***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.

***Song of Rest.*** 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 1d8 hit points.

***Psychic Blades.*** You gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 5d6 psychic damage to that target. You can do so only once per round on your turn.

***Words of Terror.*** You learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.

***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).

***Mantle of Whispers.*** You gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

***Second Wind.*** You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 3. Once you use this feature, you must finish a short or long rest before you can use it again.

***Action Surge.*** You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

### Equipment

Videli Amol-eha instrument (*Mac-Fuirmidh cittern*), rapier, a diplomat's pack, a musical instrument, leather armor, dagger, alchemist's kit, a set of fine clothes, 5250 gp

## Statistics (Pathfinder, 1st edition)

### Ability Scores & Core Statistics

**Strength** 8**, Dexterity** 16**, Constitution** 12**, Intelligence** 15**, Wisdom** 15**, Charisma** 20