Balán of Silverymoon

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Banner of the Harpers

Balán of Silverymoon is a young agent in the service of the semi-secret organization dedicated to preserving the history of Faerûn and protecting the people of the Realms from the many evils that preyed on them. He joined in the wake of the Harper Schism that particularly affected Harpers in western Faerûn. Many Harpers left to join the breakaway faction, the Moonstars, which left the remaining Harpers the task of rebuilding their numbers and cells.

In Silverymoon, a traditional stronghold for the Harpers, Balán was recruited after being seen as able to wield spellfire, the raw magic of the Weave itself. A rarity on his own, he was subject to many Harpers asking him about his abilities and was persuaded to join its ranks.

Sadly, he had little time to develop his skills as the Time of Troubles began, sending the gods down to Toril for their offenses against Lord Ao. Among the many deities who died was Mystra, Goddess of Magic. With her death, the Weave roiled and tore, magic the use of magic across the world a dangerous affair. This didn't spare Balán whose powers came by directly tapping into the Weave.

With the Harpers heavily reliant on magic, the Weave's demise brought about many magical mishaps and disasters, decimating the ranks of the Silverymoon Harpers. With few choices left, Balán was sent south along the Sword Coast to find more Harper allies and re-establish links. He avoided Waterdeep, the heart of the Harper Schism over a decade earlier, and continued on to Baldur's Gate. No less a city of intrigue than Waterdeep, it was still a potential source for information and, hopefully, allies.

Statistics

Race: Human

Class(es): Spellfire Sorcerer

Attributes
-1 +2 +2 +1 +0 +3
STR 8 DEX 14 CON 14 INT 12 WIS 10 CHA 17
-1 +2 +4 +1 +0 +5
Saves


Proficiency
Bonus (PB)
Initiative AC Max HP Current HP Speed
+2 +2 12 8 8 30'
By Tier Dex 10+Dex+Con Level 1: 8
Over Level 1: (4+Con)/Level
Base speed

Skills

To redo

Skill Total = Prof. + Attribute
Acrobatics (Dex) +2 = +2
Animal Handling (Wis) +0 = +0
Arcana (Int) +1 = +1
Athletics (Str) -1 = -1
Deception (Cha) +5 = +2 +3
History (Int) +1 = +1
Insight (Wis) +2 = +2 +0
Intimidation (Cha) +3 = +3
Investigation (Int) +1 = +1
Medicine (Wis) +0 = +0
Nature (Int) +1 = +1
Perception (Wis) +0 = +0
Performance (Cha) +5 = +2 +3
Persuasion (Cha) +5 = +2 +3
Religion (Int) +1 = +1
Sleight of Hand (Dex) +2 = +2
Stealth (Dex) +2 = +2
Survival (Wis) +0 = +0

Class Features

  • Spellcasting
  • Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Spells

  • Attribute: Charisma (+3)
  • Spell Attack: +5
  • Spell Save: DC 13

Cantrips

  • Prestidigitation
  • Sacred Flame (also 2x/day as a Bonus Action)
  • Shocking Grasp
  • Sorcerous Burst
  • True Strike

Level 1

  • Shield
  • Spellfire Flare

Species Features

  • Creature Type
You're a Humanoid.
  • Size
Medium
  • Speed
Your Speed is 30 ft.
  • Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
  • Skillful
You gain proficiency in one skill of your choice.
Deception
  • Versatile
You gain an Origin feat of your choice.
Spellfire Spark

Feats

Harper Agent

  • Thieves’ Cant. You know Thieves’ Cant.
  • Instrument Training. You gain proficiency with a Musical Instrument of your choice.
  • Distracting Melody. When you take the Help action to assist an ally's attack roll, the enemy you're distracting can be within 30 ft of you, rather than within 5 ft of you, provided the enemy can see or hear you.
  • Proficiency: Lute

Spellfire Spark

  • Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
  • Spellfire Flame. You learn the Sacred Flame cantrip. Int., Wis., or Cha. is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action up to 2 times per Long Rest.

Armor and Weapons

Armor: None

Weapons: Simple Weapons

Tools: Disguise Kit, Lute

Weapon Skill To Hit Damage Reach Attributes
Unarmed Strike Simple Melee Weapon +1 0 B 5'
Spear Simple Melee Weapon +1 1d6-1(1h) P
1d8-1(2h) P
5' Thrown (20'/60'), Versatile
Dagger Simple Melee Weapon +4 1d4+2 P 5' Finesse, Light, Thrown (20'/60')

Background: Harper Agent

Personality Trait

I am ever learning how to be among others—when to stay quiet, when to laugh.

Ideals

Anonymity. It's my deeds that should be remembered, not their instrument.

Bonds

I am exceptional. I do this because no one else can, and no one can stop me.

Flaws

I am callous about death. It comes to us all eventually.

Harper Personas

Harpers learn to develop certain personas, or false identities for their field work. To the world, Balán will become the persona; to experienced Harpers, they will recognize a Harper persona and play along.

Fortéscue Harville: A travel-weary and low-ranking agent of Eight Moons Trading Coster. He will claim to be based out of the Sword Coast, though which city he's based in changes depending on who's asking. His job, he will sigh as he explains, is to travel ahead and make reports on travel conditions, weather, local politics, taxes, market conditions, and an endless list of duties that his masters ask for "back home". This allows him to explain his presence, as mercantile companies operate everywhere and one of them sending an agent is not unusual. Even if nobody's heard of this "Eight Moons Trading Coster" before.

Gear and Equipment

  • Backpack
  • Bedroll
  • Caltrops x20
  • Costume
  • Crystal (Focus)
  • Dagger x2
  • Disguise Kit
  • Grappling Hook
  • Oil
  • Rations x10
  • Rope 50' x2
  • Spear
  • Tinderbox
  • Torch x10
  • Traveler's Clothes
  • Waterskin
  • Trinket: Vial of dragon's blood