Vylkaen

## Stats

Strength:10

Dexterity:16

Constitution:15

Intelligence:8

Wisdom:12

Charisma:18

AC:18

Speed:30

Passive Perception:15

## Feats

Lucky

You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.

Resilient

 Choose one ability score. You gain the following benefits:

* Increase the chosen ability score by 1, to a maximum of 20.
* You gain proficiency in saving throws using the chosen ability.

## Abilities

**Dark vision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Fey ancestry:** You have advantage on Saving Throws against being Charmed, and magic can't put you to sleep

**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. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

**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 by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d10 Hit Points.

**Font of Inspiration:** You regain all of your expended uses of Bardic Inspiration when you finish a short 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).

**Cutting Words:** 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 GM 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.

## Spells

**Cantrips:**

Vicious mockery

message

mage hand

firebolt

**Spells: level 1**

Dissonant whispers

healing word

detect magic

faerie fire

**level 2**

silence

suggestion

shatter

crown of madness

**level 3**

Enemies abound

dispel magic

hypnotic pattern

counterspell

**level 4**

Polymorph

dimension door

**Level 5**

geas

wall of force

**level 6**

mass suggestion

**level 7**

resurrection

**Spells from equipment:**

Fly

invisibility

levitate

protection from evil and good

confusion

control weather

fire storm

## Equipment

Rapier of Speed

Shortsword +1

Shortbow + 1 (10 silver arrows)

boots of elven kind

ring of protection (attuned)

cloak of protection (attuned)

harp of Ollamh (attuned)

cold weather clothing

fancy clothes x 2

diamond tiara

disguise kit

glamoured studded leather armor