Mercutio Escalus
| D&D: Song of Fates | |
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| GM | |
| Mark | |
| Milestones | |
| Level 11 | |
| Characters | |
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Mercutio Escalus (Adam) Moonglimmer (Erik) Prasiolit (Ben) Sirius Sejant (Brendon) Solaria (Lisa) Takahashi Daichi (Tim) Threnody (Mark) | |
| Treasure and Goods | |
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Notable Treasure Treasure by Adventure |
IN PROGRESS
Lord Mercutio of Waterdeep 11th level Fighter (Battlemaster). Flashy and sociable, his noble baring and speech serves as a guise and weapon for his charlatan's mind. While technically of noble blood and the last scion of his house, the families hard times and suspicious changes in fortunes has left him will little more than training and trickery.
Description
Tall and of noble baring, Mercutio presents the very image of the youthful Waterdevian noble he claims to be. Even his travel clothing caries some of the finer trappings of aristocratic outfits, and he is rarely found without at least a few choice pieces of jewelry. An ornate rapier hangs at his side, though the scabbard marks and bias of the cloak betray it as more than a decorative prop.
History
Mercutio Escalus was born the son of Lord Escalus during the waining years of that houses prosperity at their country estate in the environs of Waterdeep. With no peers of his age, the children of local tenants and servants formed his cohort. (A cohort with a suspicious number of tieflings.) Yet before he would reach his tenth birthday the family would leave the estate and moved to a townhouse on the edge of Waterdeep's northward. For much of the day, the young lord attended the society, calligraphy and fencing classes befitting his station. But looked down upon by his supposed peers for rumored reasons he did not know, the young Mercutio increasingly spent his free time with more unsavory crowds.
Shortly before Mercutio's twentieth birthday, his parents passed away under mysterious circumstances. Going through the family records, he discovered that his father was severely leveraged and badly in debt. While able to clear the formal debt through schemes, deals and the liquidation of the families remaining assets, there remained a constent undercurrent of malice and suspicion.
Uncomfortable and realizing his double-talk and forgeries could tangle to the point of discovery, Mercutio fled to the north to make some gold and give time for things to cool off.
Character Statistics
Basic Statistics
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Passive Skills:
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Speed: 30 feet |
Attributes
| Strength | 9 (-1) | Dexterity | 20 (+5) | Constitution | 10 (+0) | ||
| Intelligence | 10 (+0) | Wisdom | 12 (+1) | Charisma | 16 (+3) |
Proficiency
Proficiency bonus: +4
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Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Personality Traits:
Sarcasm and insults are my weapons of choice.
Ideals:
I'm determined to make something of myself.
Bonds:
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
Flaws:
I can't resist swindling people who are more powerful than me.
Favorite Schemes:
I integrate myself into the lives of "fellow" nobles. I also provide letters and documents for a fee.
Languages:
I speak the Common language, and the Infernal and Abyssal spoken by my childhood friends.
Special Rules
False Identity:
You have created a second identity that includes documentation, established acquaintances and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Background)
Defender of Thentia
An honor bestowed for defending the Temple of Balance from Mechanicus assault during the elections. (Story Award)
Blessing of Loth:
When you sleep or trance, you have dreams or visions of spiders bursting forth from beneath your skin, demons eating you alive, or your loved ones turning into half-spider monstrosities, but at the end of the vision or dream, you always feel the cool press of Lloth’s lips against your forehead again and you briefly feel that everything will be okay before jerking awake with horror in your eyes. A remove curse cast at 9th level or a wish can end this effect, as can a successful Divine Intervention by a deity not allied to Lloth. At that point, you should strike through this paragraph, but retain the first one.
Fighting Style:
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 + your fighter level. (1/SR)
Action Surge:
On your turn, you can take one additional action. (1/SR)
Combat Superiority:
You may use maneuvers to enhance an attack. Your superiority die is d10, and the save DC is 17. (4/SR)
Additional Attack:
When you make the attack action, you may attack three times.
Know Your Enemy:
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels, if any, Fighter class levels, if any
Indominable:
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Feats
- Prodigy
- Proficency in Investigation
- Expertese in Slight of Hand
- Proficency in Theives' Tools
- Proficency in Infernal
- Skill Expert
- Proficiency in Stealth
- Expertese in Deception
- Gain +1 Dexterity
- Magic Initiate (Bard)
- Gain 2 cantrips and 1 first-level spell.
- Resilient (Dexterity)
- Gain proficiency in Dexterity Saves
- Gain +1 Dexterity
- Piercer (Dexterity)
- 1/turn, reroll 1 die of piercing damage
- When Crit, deal +1 die of piercing damage
- Gain +1 Dexterity
- Athlete (Dexterity)
- Standing from prone only takes 5ft movement.
- Climbing costs no extra movement.
- Running Jump after 5 ft.
Spells
Vicious Mockery (v)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw (15) or take 3d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
Prestidigitation (v, s)
This spell is a minor magical trick that novice spellcasters use for practice.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Bane (v, s, m)
You curse your enemy with bad fortune.
Up to three creatures of your choice that you can see within range must make Charisma saving throws (DC 15). Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. (1st Level)
Manuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop what it is holding. The target must make a Strength save (DC 17) or the item lands at the feet of the target.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll and your dexterity (d10+4).
Rally
In your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, that creature gains temporary hit points equal to your superiority die and charisma (d10+3).
Evasive Footwork
When you move, you can expend one superiority die (d10), rolling the die and adding the number rolled to your AC until you stop moving.
Equipment
Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)
Carried: 41 lb on person, +35 lb Pack.)
Weapons
Fool's Rapier
Beautiful Rapier given by an Archmage
Attack: 1d20(+5+4+2); Melee; Finesse; 2lb
Damage: 1d8(+5+2+2); Reroll 1/round
Magical (Rare); +2 Bonus, Faint (1/day), Misdirect (2/day).
Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+4+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+4); Ranged 20/60; Finesse;
Armor
Studded Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 12(+5); Light; 13lb, 45gp value
Shield of the Moon:
A shield painted with the image of the full moon, gifted by Lord Berislav, guardian of Selune.
AC: +2+1; Magical; 6lb, 112gp value
While equipped the bearer can use a bonus action to cause the shield to glow with soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.
Gear
Temperate Clothes of Mending
Close fitting purple clothing with gold trim, tailored in a uniform fashion.
Magically mends itself to counteract daily wear and tear, and ensures the wearer is unharmed by temperatures as low as 0°F (-18°C) or as high as 100°F (38°C).
Thenturian Circlet (Circlet of Blasting)
Made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian.
+2 Initiative, Scorching Ray [120ft, 3x rays, +5 to hit, 2d6 damage] (1/LR)
The Auftrag’s Buskins (Winged Boots):
Leather boots with wing and air motifs
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The Boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Dragon-Touched Focus A black lacquered medallion with a silver-white dragon rampant. Mercutio wares as a cloak pin. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Additionally, you have advantage on Intimidation vs. Non-Dragons.
Cloak of Billowing:
A dramatic black and red cloak
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Gear
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Escalus (Owl Familiar)
Basic Statistics
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Passive Skills:
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Speed: Fly 60 feet |
Attributes
| Strength | 3 (-4) | Dexterity | 13 (+1) | Constitution | 8 (-1) | ||
| Intelligence | 2 (-4) | Wisdom | 11 (+0) | Charisma | 7 (-2) |
Abilities
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Proficent. Perception, Stealth
Action
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Tybalt (Riding Horse)
Basic Statistics
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Passive Skills:
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Speed: 60 feet |
Carry: 540 lb |
Attributes
| Strength | 14 (+2) | Dexterity | 10 (+0) | Constitution | 13 (+1) | ||
| Intelligence | 2 (-4) | Wisdom | 10 (+0) | Charisma | 5 (-3) |
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Benvolio (Pack Mule)
Basic Statistics
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Passive Skills:
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Speed: 40 feet |
Carry: 540 lb |
Attributes
| Strength | 16 (+3) | Dexterity | 10 (+0) | Constitution | 12 (+1) | ||
| Intelligence | 2 (-4) | Wisdom | 11 (+0) | Charisma | 7 (-2) |
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.




