Majestic's Page

Background

My name is Majestic, but everyone calls me Magic.

I was raised from birth to capture audiences with my voice and my stringed instrument performances — a beautiful musician who would be coveted by every lord, king, and queen. If I have great worth in the world, there is a chance I will be able to keep my family's line of elves alive.

Mom and Dad are locked away in prison somewhere or dead, but I hope to find them alive. Sure, they may have tried to overthrow a government or two, but it was for the greater good, the survival of the elves — a life in which I was brought up. I would do anything for family. Family is everything.

The only game I was allowed to play was hide-and-seek. A game my family took seriously. If found, I was forced to go without food for three days, a time during which I better not be seen or heard, "Be Lost." They made it clear it was not going to be easy for an elf in the world.

With the help of illusion magic, I was able to make the shadows breathe, dance, and swallow me whole — a way of hiding from the world. From my dark corner, secure among my playful shadows, I could watch the world unfold around me, granting me insight into who others are when they are alone.

As I grew, I tamed the shadows as my pets, which danced to the beat of my heart's desire. The magic that flows from my music guides my path, working for those who are changing the world. Beguiling leaders with song, whispering in their ears, forging incriminating documents, and often leading them to their doom.

Dark and ominous is my past, full of ill deeds and mistrust. Yet, in the shadows, do you know what I learn best?

I love people!

They are all so interesting and perfect, each in their way. And, now that my parents are not around, I am going to have some fun. Look out world. I have music and love for everyone. I am an over optimist that enjoys the beauty of the world around me.

Everything always seems to go my way, too. I guess that is why everyone calls me Magic.

Description

    Height: 6ft

    Weight: 155lbs

    Hair: Blackish Blue

    Eyes: Baby Blue


Majestic (Magic)

Medium humanoid (elf), chaotic neutral
Armor Class 13 Leather
Hit Points 10 (1d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 16 (+3)

Saving Throws DEX +4, CHA +5
Skills Deception +5, Perception +3, Performance +5, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses Darkvision 60 ft., Passive Perception 13, Passive Investigation 10, Passive Insight 11
Languages Almebezbik, Elvish

Fey Ancestry Magic has advantage on saving throws against being charmed and magic cannot put him to sleep.

Trance Magic doesn't need to sleep but meditate semi-consciously for 4 hours a day. While meditating, he can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.

Cunning Intuition When Magic makes a Charisma (Performance) or Dexterity (Stealth) check, he can roll a d4 and add the number rolled to the ability check.

False Identity Magic has created a second identity that includes documentation, established acquaintances, and disguises that allow him to assume that persona. Additionally, he can forge documents including official papers and personal letters, as long as he has seen an example of the kind of document or the handwriting he is trying to copy.

Spellcasting Magic is a 1st-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, vicious mockery

1st level (2 slots): disguise self, heroism, sleep, unseen servant

Actions


Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bardic Inspiration As a bonus action three times per long rest, a creature (other than himself) within 60 ft. that can hear Magic gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

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Another Ninja,
Jan 26, 2020, 9:56 AM
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