Markas

Half-Elf ex-mercenary turned bard (and recreational drug user)

Description:

Level 3 – Bard (College of Lore)

STR: 10
DEX: 16
CON: 10
INT: 6
WIS: 8
CHA: 16

Max HP: 20 (Bloodied: 10)
Hit Dice: 1d8

AC: 14
Initiative: 3
Speed: 6 (30ft)

Spell Save DC: 14
Spell Attack Mod: 4

Alignment: Chaotic Good
Deity: Titanel – Dragonlord of Battle
Background: Outlander
Languages: Common, Elven, Dwarven, Draconic
Bonds: Believes in and fights for the greater good, when the need arises
Flaws: Slow to trust strangers, particularly full Elves (due to their disdain of Half-Elves) and those who are of high social status.

Equipment:
Weapon(s): Rapier of Vengeance (details below), short bow, dagger
Armour: Leather

NOTE: Markas is learning how to become proficient with the flute, during his downtime.

Bio:

Markas is fairly private with regards to his past life, however it is known that he was born in the north-east near the city of Merige and previously worked as “just another mercenary”, for a short time.

What those outside his close circle of friends don’t know about him however, is that he was drafted into the Merige War Academy after coming of age, as his family lived in their lands. He trained with them and undertook (mostly) uneventful patrols for some time. However eventually the Merige’s services were bought, and he (among others) were sent into combat.
However, while on patrol with several other soldiers (some distance from the main camp), their unit was ambushed and wiped out. Markas himself was struck down with a club or mace soon after the skirmish began, and was therefore assumed to be dead after the defeat of his patrol, and left by their assailants.
After regaining consciousness, he headed back towards the main camp – only to see thick black columns of smoke, over the hilltops where their camp was. Fearing that the main force of his army had already been overrun, he quickly turned and fled from the region and the war.
He later found out that his comrades had fought off the attackers, but Markas never heard about whether the army found the bodies of his former unit – that is, all of them but his own. Therefore he continued to travel south-west, away from the region – as he knew how poorly the Academy forces treat deserters…

Since then he has wandered the continent alone, living off the land, practicing music and refining his repertoire of insulting retorts. He mostly made his money from playing music in taverns and inns on his journey, as well as occasionally taking on jobs as a caravan guard – assuming the price is right, and the destination far from Merige.
He eventually encountered Flint and Nicel outside Breehold (and later Balasar and others while staying briefly at a tavern in the city outskirts), before setting off and traveling with their newly-formed company.

Spells and Cantrips:

Vicious Mockery
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
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 or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Heat Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Magic Items:

Sword of Vengeance
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Markas

Meiruna Setting MajorIsoor