Additional Proficiencies. Disguise Kit, Lute
Multiattack. Ander makes two Shortsword or Shortbow attacks. He can replace one attack with a use of Spellcasting.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from Ander must make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from Ander. On a successful save, a creature takes half as much damage and isn’t pushed.
Healing Hands (1/Day). Ander can touch a creature and it regains (2d4) Hit Points.
Spellcasting. Ander casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights, guidance, light, mage hand, prestidigitation, sacred flame
1/day each: charm person, healing word,* invisibility, sleep
*Spells marked with an asterisk are cast as a bonus action.
Radiant Soul (1/Day). Two luminous, spectral wings temporarily sprout from Ander‘s back, this transformation lasts for 1 minute or until Ander ends it as a bonus action. Until the transformation ends, Ander has a flying speed equal to his walking speed, and once on each of his turns, Ander can deal 2 extra radiant damage to one target when he deals damage to it with an attack or a spell.
Taunt (2/Day). Ander targets one creature within 30 feet of him. If the target can hear Ander, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Ander’s next turn.
Description
Ander Is a gifted poet, storyteller, entertainer and master of the lute who travels far and wide. He's commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. He is a mortal who carries a spark of Mount Celestia within his soul, descended from a celestial being, and infused with heavenly power. He can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Ander resembles his parents, but has a feature that hints at his celestial heritage, a dusting of metallic freckles.
Ander barely remembers why he felt driven into the service of the otherworldly Celestials, only that he was. Those memories faded away long ago, supplanted by recurrent dreams of midnight gatherings round the alabaster pillar in the glade. By the light of each full moon, the hierophants instructed Ander in the Celestials’ creed and the rudiments of their divine practices. When he came of age, Ander was ordered to blend in among the nonbelievers and await whatever mission Mount Celestia has in store for him.
Personality
Traits: “I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.” & “Nothing can shake my optimistic attitude.”
Ideal: (Faith) “I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.”
Bond: “Everything I do is for the common people.”
Flaw: “I put too much trust in those who wield power within my temple’s hierarchy.”
Equipment: A suit of Traveler’s Clothes; a Chain Shirt; a Shortbow & Quiver of 20 Arrows; a Shortsword; a Lute; a Backpack containing: a Bar of Soap, a Bedroll, 2 Costumes, a Disguise Kit, a Small Knife, a Steel Mirror, a Vial of Perfume, a Waterskin, and a Whetstone; and a Pouch containing 30 GP.
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