(copied directly from the Doc sheet) Therai Blackbard was born to Rookwood and Tinea Blackbard approximately sixty-five years after the Rise of the Dark One. Tinea died during childbirth and Rookwood had gone missing the month before. The only living relative [city/kingdom]’s government was able to track down was Rookwood’s older sister Minera (min-ear-uh), who was a nasty person; she was a liar, a cheat, never minded her business, blamed the world for her problems, and was had a very strong hatred for dwarves. Minera reluctantly agreed to raise her nephew, but she only did the bare minimum. She never gave him much attention, made him do all the housework, and would make him sit through all her rants about how much she despised dwarves. This behavior never improved as he got older, either. He was forced to do more work, more labor, listen to more and longer rants about how dwarves are all evil, etc. Minera had also stopped blaming everything on the world; instead, everything was his fault. School was no better, either; despite all the backbreaking labor he was forced to do, Therai was a scrawny kid who would always get teased and had no real friends throughout his childhood. Although it was not like the other students hated him; on the contrary, they were literally scared of him. See, Therai was a very disturbed kid who had a lot of issues. He loved making people feel afraid, which his school-assigned therapist described as his only outlet for the otherwise bottled-up frustration and anger he had towards his aunt and peers. This was a very dangerous cycle, Therai’s therapist would tell his aunt (who couldn't care less), that could only get worse if something did not change.
While absolutely nothing had changed at home (in fact, it only got worse), as he got older, Therai slowly built a facade of self-improvement. Therai eventually moved out of his aunt’s house and into an apartment soon after he was accepted into the University of [same city/kingdom] to get a degree in psychology. His childhood love of making his peers afraid had slowly turned into an obsession; he wanted to learn about fear, study it, learn what made someone afraid and how far it can be exploited. To this end, he started to study bard magic, since it was the branch of magic most closely tied with emotion. In his research, he came across three magical items that would fit his needs of mastering the magic of the College of Whispers: the Ring of Mind Shielding, Staff of Power, and Wand of Fear, all of which would make up for his lack of physicality. In his research, Therai was also becoming interested in what became of his father after Minera mentioned something about Rookwood’s disappearance that contradicted the official report. Suspicious, Therai made a visit to his aunt’s house on the outskirts of town and asked her if what she knew anything about what had happened to Rookwood Blackbard. What started as a simple question turned into an ugly shouting match. Therai, now certain that his aunt knew more of his father’s fate than she had let on, demanded to know what she knew. Minera refused to say until Therai threatened her. Sensing that he was not bluffing, Minera reluctantly revealed that the night before his father disappeared, he had came to her house at about 2:30 AM. When she saw Rookwood, he was was very jumpy, stuttering, and told her that he had to leave town or else something terrible will happen. When she tried to press for details, Rookwood was about to open his mouth to say, but he glanced to the side and, his eyes widened with fear, ran off into the night. Minera glanced down the street to see what had terrified her brother so much, but did not see anything. Annoyed, she went back to bed and promptly forgot about it until about a week later, by which point the police had ended their investigation, so she said nothing.
Incredulous at this, Therai asked how she could keep that information from him all this time. Minera stammered that she didn’t think it was important, or that it wouldn’t matter anyway since the investigation was closed by the time she had remembered. Trying to keep his composure, Therai asked why she did not think it was important. Minera, unable to stop herself from insulting her nephew for the umpteenth time, asked “Why the hell do you care? He’s likely dead anyway. That little coward was just like you; afraid of his own shadow.” When those words sunk in, something inside Therai snapped. Twenty years of anger and frustration from constant physical and verbal abuse broke through the barrier he had built in his mind to keep himself civilized because his aunt had no such barrier; she simply did not care. After asking her to repeat herself, Minera asserted what said, but faltered when she noticed something in Therai had changed. Therai grabbed the nearest sharp thing he saw and, blinded by anger, murdered his aunt.
The next morning, another nosy neighbor happened to glance into a window in Minera’s house and saw her slumped on the ground. After knocking on the door for several minutes and receiving no answer, the concerned neighbor got her husband to break down the door and, much to their horror, saw Minera Blackbard’s fresh body. Therai quickly became the primary suspect of her murder for obvious reasons, but the authorities could not find him. His apartment was empty and there was no sign of him anywhere else in town. In truth, after murdering his aunt, Therai Blackbard went straight home, packed up his things, and left town. In short, he has two main goals: to learn everything he can about fear and find out what happened to his father.
- Items and Tools: Wand of Wonder
- Saving throws: Dexterity and Charisma
Features and Traits Edit
- Darkvision: Fire resistance
- Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell, once per long rest. Once you reach 5th level, you can also cast the Darkness spell, once per long rest. Charisma is your spellcasting ability for these spells.
- Devil's Tongue: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them.
- Feral: Intelligence +1 and Dexterity +2.
- 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 d6.
- 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.
- You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
- 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 1d6 hit points.
- The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
- Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
College of Whispers Edit
- Psychic Blades: You gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.
- The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
- Words of Terror: You learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
- If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest.