Vith Pahlok

Joel.png

General

Stat Value
Status Alive
Race Dragonborn (Silver)
Class Barbarian/Bard
Level 2
Gender Male
Age Young Adult
HP 19
Max HP 19
AC 12
Initiative +1
College Silverquill

Description

Appearance

Age 19
Height 6ft 8
Weight 280lbs
Eye Colour Blue
Hair/Fur Colour Long horns that curve to the back of the head
Skin Colour Silver Scales
Faith Thu'um/The voice
Other

Biography

Born into the wealth and prestige of a high draconic bloodline, Vith has spent much of his life surrounded by luxury, expectation, and the quiet weight of comparison. His family’s name carries influence — their crest a symbol of status across dragonkind and the upper circles of magical society — yet for all that, Vith’s life has been marked by an absence more than an abundance. His father, a figure of immense power and stature, is rarely home, consumed by his duties and ambitions. In that distance, Vith has come to believe that no amount of talent or achievement will ever be enough to earn the attention he craves.

Athleticism has always been his outlet. From a young age, Vith showed a natural aptitude for Mage Tower — the demanding sport of agility, magic, and endurance that dominates student life across the academies. Channelling his draconic heritage, he learned to weave his frost breath into his performance, using bursts of icy energy to sharpen his reflexes and extend his stamina. It was an unconventional technique, but undeniably effective — and by the time he reached his final year of secondary schooling, Vith had become something of a legend on the court.

His fame followed swiftly. Charismatic, confident, and backed by wealth, Vith became a campus icon — and he knew it. Adoration seemed to come easily: fans, admirers, and a swarm of people eager to bask in the glow of his reputation. But underneath the bravado, there remains that same small voice of doubt — the one that wonders if any of it truly matters without his father’s acknowledgement.

Seeking both challenge and recognition beyond his homeland, Vith accepted a placement at Neverwood Academy, hoping to compete at the highest level of intercollegiate Mage Tower. To some, his transfer reads as arrogance — another privileged dragon chasing fame across the planes. But to those who look closer, it’s clear that Vith’s confidence hides a different drive entirely: a desperate need to prove his worth, not just as his father’s son, but as himself.

Vith’s goals are straightforward — to dominate the Mage Tower circuit, to push the limits of his own ability, and to be seen for who he truly is. Yet whether that recognition will come from victory, from his peers, or from the father who has never looked back, remains to be seen.

Skills

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Student Skill Points

Studied Learning Applied Learning Extracurriculars Jobs Popularity
-1 -1 2 1 2

Traits

Rage

PHB-2024, pg. 51

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armour.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance.

You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage.

When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage.

You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells.

You can’t maintain Concentration, and you can’t cast spells.

Duration.

The Rage lasts until the end of your next turn, and it ends early if you don Heavy armour or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Unarmoured Defence

PHB-2024, pg. 51
While you aren’t wearing any armour, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Weapon Mastery

PHB-2024, pg. 52

Greatclub (Push)

Push. If you hit a creature with Greatclub, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller.

Warhammer (Push)

Push. If you hit a creature with Warhammer, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller.

Bardic Inspiration

PHB-2024, pg. 59

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

Using Bardic Inspiration.

As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses.

You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels.

Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Breath Weapon

PHB-2024, pg. 187

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can use your Breath Weapon 2 times per Long Rest.

Breath Weapon (Cold)

When you take the Attack action on your turn, you can replace one attack with a breath weapon that is a 15-ft. Cone or a 30-ft. Line that’s 5 ft. wide (choose the shape each time). Each creature must make a DC 10 Dex. saving throw taking 1d10 Fire damage on a failed save or half as much damage on a success.

Breath Weapon (Fire): 1 Action
Uses: 2/Long Rest

Neverwood Initiate - Silverquill

Homebrew

You have studied some magical theory and have learned a few spells associated with the Neverwood Academy.
Your spellcasting ability for this feat’s spells is Charisma.

Vicious Mockery (Cantrip)
Thaumaturgy (Cantrip)
Heroism (1st/Long Rest)

Spell Book

Breath Weapon

Breath Weapon (Cold) 2/Long Rest

Bardic Inspiration

Bardic Inspiration (1d6) 3/Long Rest

Neverwood Initiate - Silverquill

Vicious Mockery (Cantrip)
Thaumaturgy (Cantrip)
Heroism (1st/Long Rest)

Inventory

Equipment (11)

Cuddly Neverwood Mascot
Greataxe
Greatclub
Handaxe
Handaxe
Handaxe
Handaxe
Ink (1 ounce bottle)
Ink Pen
Neverwood - First Year Uniform
Vith's Dorm Room Key

Backpack (7)

Bedroll
Oil
Rations
Rope
Tinderbox
Torch
Waterskin

Connections

Quests: The Ballad of Chasey Lain

Groups: Cohort of 1508, Group 3

Relationships

Pets: Folass (Lizard)
Parents: Piraak-fus Pahlok (Father)
Children: Folass (Daughter)
Siblings: Unknown
Partner: Unknown
Friends:
Enemies:

Academics

First Year

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