Lelouche Defontaine

Human, Noble, Bard [College of Lore- 5]

Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 16 [+3] 11 [+0] 13 [+1] 11 [+0] 18 [+4]

Experience: 8900 [Next 6 at 14000]
Wounds: 25 [8+ Con, +4x D8+Con]
Saving Throws: Dexterity, Charisma. (+1 to all Saving Throws)
AC: 16 (Studded Leather [12] + Dex [3] + Cloak [1])
Passive Perception: 13

Proficiencies: [+3]
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Short Swords.
Armour: Light Armour.
Tools: Harp, Flute, Lute.
Skills: Acrobatics, Arcana, Deception [x2], History, Intimidation, Perception, Performance, Persuasion [x2], Sleight of Hand, Stealth, Survival. All at 1/2 Proficiency
Languages: Common, Elven.

Feats and Abilities:

  • Position of Privilege: As a noble commoners will do what they can to please you.
  • Bard:
    • Bardic Inspiration: Bonus Action. 60ft and can hear you. Give a D8 that can be added to attack rolls, ability checks or saving rolls within 10 minutes of being given. Uses equal to Charisma Modifier [4], regained on a Short Rest.
    • Jack of All Trades: Count all Skills as 1/2 Proficiency.
    • Song of Rest: During a short rest any creatures near you regain an additional D6 wounds if they use Hit Dice to recover HP.
    • Expertise: Double proficiency in Deception and Persuasion.
  • College of Lore:
    • Cutting Words: May use your reaction to apply one Bardic Dice as a negative to an attack roll, ability check or damage roll.


  • Lute: An ivory carved lute that Lelouche procured from a master carver at great expense. It's ivory is worked with scrimshawing of trees and mountains.
    • Bardic casting focus. Musical instrument.
  • Fine Clothes:
  • Gold Wooden Whistle: A gift from Sylvia, she used to whittle from branches that fell from the tree in his father's castle.
  • Durst Heirloom Longsword: An ornate longsword bearing the windmill symbol of the Durst family of Barovia, Lelouche carries the weapon not because he can use it but because it makes him look even more the dashing adventurer.
    • Longsword (D8; Slashing; Versatile [D10]).
  • Barovian Cloak: A fine black fur cloak found within the haunted house in the village of Barovia. It has a buckle in the shape of a windmill that is enchanted to protect the wearer.
    • Cloak of Protection: +1 to AC and Saving Throws
  • Jar of Oil:
    • Oil of Slipperyness.
  • Chest:
    • [2 Map Cases (Map of Daggerford Area, Map of Vallaki), Ink Pen, Ink Bottle, Lamp, 17x Parchment, Perfume, Sealing Wax, Soap, 50ft of Rope, Grappling Hook]
    • 13x Rations
    • Wooden box [Ornate deck of cards]
    • 5x Wine Glasses
    • 2x Bottles of Wine
    • 8x Torches
    • Silver and Gold Box [Book of Necromantic Magic: A plain black leather book that Lelouche is filling with necromantic magic as he learns it.]
    • Book of Poetry:
      • The Ghost Trees of Svalich
      • Two Dwarven Brothers
      • Barbara, Lady of the Sun
      • The Wrath of Perriwinkle
      • Areana, Princess of Morning
      • Kelran the Fool
      • A'Cursed Windmill
      • Wines and Wizardry

Platinum 22
Gold 175
Silver 2
Copper 0

Followers and Mounts

Riding Horse: Looka, a fine grey riding horse purchased in Vallaki.

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 10 [+0] 12 [+1] 2 [-4] 11 [+0] 7 [-2]

Speed: 60ft
HP: 13
Passive Perception: 10

Attacks: Hooves (+2; 2D4+3; Bludgeoning)

Saddlebags: Bedroll
Saddle of the Cavalier: Can't be forcefully dismounted while conscious.


Spell Save DC: 15 (8 + Prof [+3] + Charisma [+4])
Spells Slots: 1st: 4. 2nd: 3. 3rd: 2.


  • Friends:
    • Action. Self.
    • SM.
    • Concentration, up to 1 minute.
    • You have Advantage on Charisma checks towards a target that is not hostile towards you.
  • Message:
    • Action. 120ft.
    • VSM.
    • 1 Round.
    • Send a message directly to the targets mind.
  • Light:
    • Action. Touch.
    • 1 Hour.
    • 20ft of Bright Light, 20ft of Dim Light beyond that. Attaches to an item.

Level 1:

  • Charm Person:
    • Action. 30ft.
    • VS.
    • 1 Hour.
    • Target a humanoid, they must make a Wisdom saving throw. This test is made with Advantage if your allies are attacking them. If they fail they are charmed until the spell ends or until your companions harm the target. The target considers you an ally. Once the spell ends they know they were charmed.
    • Per level above the 1st you can target an additional creature.
  • Disguise Self:
    • Action. Self.
    • VS.
    • 1 Hour.
    • You make yourself – including your clothing, armour, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection.
    • To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
  • Comprehend Languages: [Ritual]
    • Action. Self.
    • VSM.
    • You understand the literal meaning of any spoken language you hear. You also understand any written language you touch with your hand.
  • Bane:
    • Action. 30ft.
    • VSM.
    • Concentration, up to 1 minute.
    • Three creatures must make a Charisma save. If they fail they take a negative D4 to all ability checks, saving throws and attack rolls.
    • At higher levels you may target one creature per level above the 1st.

Level 2:

  • Suggestion:
    • Action. 30ft.
    • VM.
    • Concentration, up to 8 hours.
    • You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    • The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    • You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    • If you or any of your companions damage the target, the spell ends.
  • Calm Emotions:
    • Action. 60ft.
    • VS.
    • Concentration, up to 1 minute.
    • You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
    • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
  • Enhance Ability:
    • Action. Tough.
    • VSM.
    • Concentration, up to 1 hour.
    • Bears Endurance: Advantage on Constitution tests and gain 2D6 temporary HP.
    • Bull's Strength: Advantage on Strength tests and double carrying capacity.
    • Cat's Grace: Advantage on Dexterity tests and doesn't take fall damage from 20ft or less.
    • Eagle's Splendour: Advantage on Charisma tests.
    • Fox's Cunning: Advantage on Intelligence tests.
    • Owl's Wisdom: Advantage on Wisdom tests.
    • At higher levels you can target one additional creature.

Level 3:

  • Fear:
    • Action. 30ft Cone.
    • VSM.
    • Concentration, up to 1 minute.
    • Everyone within 30ft cone must make a Wisdom save or drop whatever they are holding and become frightened. They must flee from the source of their fear and may test Wisdom again once they are out of line of sight.

Born into nobility in the castle of his father, Inich the Waterbaron of House Thynne. Learned to read and write as well as play many instruments in the palace in Yatar. Betrothed to the Princess Sylvia Crane, second most powerful house in Yartar. Totally in love with Sylvia, Lelouche would spend all his days in the Crane castle serenading his lady love. After a famine hits the Crane stronghold to the north of Yartar the Lord Thynne agreed to provide the castle with food in return for their military strength swearing to serve his banner. The engagement is decided, with Lelouche accompanying the food supplies moving to castle Crane.

During the wedding ceremony an ambush is struck, the white and yellow clad men of house Thynne slaughtering the Crane forces and all of their noblity. The Lady Crane dies in Lelouche's arms, while the Waterbaron tells his youngest son that he is weak. Mortified and depressed Lelouche starts to study magic, looking for a way to bring back the love of his life. Through his studies he learns to manipulate the minds of those around him, eventually convincing a servant to poison his father. As his older brother Iago steps up to take over Lelouche leaves the castle, casting aside his noble name and taking to the lands as a wandering bard.

Travelling the lands Lelouche soon found that he was unwilling to take lives, such was his pain over the deaths at Crane castle. He did however have a gift for manipulation, and soon become the leader of a gang of bandits operating in the Dessarin Valley. The Eagle Claw bandits entertained Lelouche for some time, with him turning them slowly against each other until only a few remained. Bored of this he travelled further south to Daggerford, making money as he went by playing his music in taverns and inns. He still refuses to actively spill blood, but has no qualms about manipulating others into doing so. He drinks and whores his way through the lands, the joys of the world doing nothing to fill the hole in his heart that Sylvia left. All the while he researches ways to be reunited with his lost love…

Noble Born:
Personality 1: My favour, once lost, is lost forever.
Personality 2: My eloquent flattery makes everyone I talk to feel like the most important person in the world.
Ideal: Blood runs thicker than water.
Flaw: I am still in love with the heir of a family that my family despises.
Bond: I hide truly scandalous secret that could ruin my family.

"Directly assaulting a creature is an act I refuse to take part in. I have no issue with killing if another holds the blade, that is justice"

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